HDTenEightyP/NetNews huggingface dataset:
From: snake@kuhub.cc.ukans.edu
Newsgroups: rec.games.mud.diku
Subject: Stop this stupid stuff!! about RO!
Date: 11 Jan 93 19:57:37 CST
Organization: University of Kansas Academic Computing Services

This is STUPID , all these RE: My suggestion..
Let me start by saying that I do not play RO and probably never will
I am a dedicated sloth player *sigh* even after the deletion.
If you don't want to read about RO then don't make 30 or so 
RE: My suggestion's...don't you think that you see the posting much 
more if it is reposted so many times?  If you don't want to read it
DON'T READ IT! the criticism's are very immature and stupid, do you
think that it solves something?  If I was them i would post even
more and more just to annoy your immature attitudes.
and finaly to the advertiser, i think everyone that has ever read this
section has , or could have your RO telnet address (probably even
memorized) so advertising isn't too necessary any more. I know i
have seen it enough to have it memorized, but i wont prove it here
so that i am not accused of BROWN-NOSING!!!  *sigh*
	Brian....-- 
|\/\/\/\/\/\/\/\/\/\/\/\/\/|\
| snake@kuhub.cc.ukans.edu |  \
|                          |   |----------------------------->>>>>>>>
|                          |  /
|/\/\/\/\/\/\/\/\/\/\/\/\/\|/
From: conrad@wvnvms.wvnet.edu
Newsgroups: rec.games.mud.diku
Subject: Re: DarkShadow!?!?!????
Date: 7 Jan 93 01:14:48 GMT
Organization: West Virginia Network for Educational Telecomputing

In article <1993Jan5.213509.1@vax1.mankato.msus.edu>, wildcard@vax1.mankato.msus.edu writes:
> Just wondering what the h*ll happened to DarkShadow.  Been a day and a half
> now.
> 
> -Kellory of the Dark Circle
> Wildcard@vax1.mankato.msus.edu

Now its been 2 days....really worried....starting to suffer withdrawls.....

--Kantor of the Queens Elite
From: donini@masg1.epfl.ch (Pier Donini)
Newsgroups: rec.games.mud.diku
Subject: Re: Apocalypse III DikuMUD
Date: 9 Jan 93 17:21:01 GMT
Organization: Ecole Polytechnique Federale de Lausanne

In article <79602@hydra.gatech.EDU>, gt9398b@prism.gatech.EDU (Christopher R. Boggs) writes:
|> 
|>        Yup guys....The rumors are true. Apocalypse III is in testing as you
|> read this. Lotsa changes and new mods. Looks great from what I have seen. So,
|> once again, there will be a playable Diku on the net. 
               ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

You're looking for flames, aren't you ?

--Manwe (Imp on MUME)
Newsgroups: rec.games.mud.diku
From: bkeiper@magnus.acs.ohio-state.edu (Bryan S Keiper)
Subject: Darkshadows
Keywords: Darkshadows
Organization: The Ohio State University
Date: Sun, 10 Jan 1993 07:40:24 GMT

     Ok, I realize that many SilverWolves may be upset with me, butI'm replying
to the "Where is DS?" thread anyways.  The answer is, at least from what I 
hear, that the sight for DS was never OK'd by Ohio State University and that 
the computer techs and staff, etc... said "Hey, what's this?  Let's dump it 
since it shouldn't be here anyway".
     As per the usual for MUD's that just up and disappear, it was not supposed
to be were it was.
     As a suggestion (read as "Plug") I suggest trying Mua'Kaar MUSH at wlu.edu
6666.  It's a very nice Role Playing MUSH that I find very nice and original.  
I'm afraid the SilverWolves don't exist there, but maybe enough of us can 
change that...  Come on in and give it a look.
 By the way Wolves, you all were on my OK list on the MUD, it's just that 
things in general pissed me off and many players as well as a couple of the 
gods were persecuting me for trying to institute a little role playing. If you 
feel as I did, come to Mua'Kaar, I'll be glad to accept you into my keep and 
give you all imprtant positions.  Hope to see you there...

     Fezoul Thornwalker, One time SilverWolf and founding member, now 
suicided...
     Also Al'Lan at Mua'Kaar (wlu.edu 6666)
Newsgroups: rec.games.mud.diku
Subject: Re: Apocalypse III DikuMUD
From: jdlst4+@pitt.edu (James D Levino)
Date: 10 Jan 93 00:34:35 GMT
Organization: University of Pittsburgh

In article <79602@hydra.gatech.EDU> gt9398b@prism.gatech.EDU (Christopher R. Boggs) writes:
>
>       Yup guys....The rumors are true. Apocalypse III is in testing as you
>read this. Lotsa changes and new mods. Looks great from what I have seen. So,
>once again, there will be a playable Diku on the net. (Arctic isn't public
                            ^^^^^^^^^^^^^^^^^^^^^^^^^^ 

Hmmmmm.  At the risk of starting a flame war, just what exactly IS a
playable Diku?  I can name several muds that are relatively stable, 
friendly and pretty well balanced codes:

1)  Renegade Outpost  (No plug or flame material, just a fact)
2)  Copper II
3)  Jedi  (Ok, I admit obvious bias here :)  )

My apologies to the great number of muds that I left off the list.  The
point that I am trying to make is that each mud is unique and has its
strong points and appeal to players, so please don't make such vague
and arrogant statements.

Jay Levino  
(Onivel)
From: 5russinell_h@spcvxb.spc.edu
Newsgroups: rec.games.mud.diku
Subject: Missing Apoc...
Date: 9 Jan 93 23:09:05 GMT
Organization: St. Peter's College, US


	I have been waiting for what seems like forever for the return of
Apocalypse.  Patiently, I have stood by, passing my time with other MUDS
that pale in comparison.  I miss everyone lots!   Tell me, is there an expected 
date that it will reopen?
			-Ophelia
From: srk4@po.CWRU.Edu (Simran R. Kumar)
Newsgroups: rec.games.mud.diku
Subject: DepravedMUD
Date: 12 Jan 1993 04:09:08 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: srk4@po.CWRU.Edu (Simran R. Kumar)
NNTP-Posting-Host: thor.ins.cwru.edu


In case you've been wondering, DepravedMUD, the most politically incorrect
MUD ever, is now at maxwell.bethel.edu 4002 (140.88.1.76 4002).

We are having problems with the old port (4001), so we will be at port 4002
until we can get the problem resolved.  However, if, for some reason we can
not be found on port 4001 OR 4002, try 4003. (But check 4002 first.)

Come play our MUD!!!

ACE, God of Chance, Anarchy, and the Guitar
Co-Imp, DepravedMUD
Metal Director
WRUW-FM / Cleveland
91.1 FM
Case Western Reserve University
-- 
Your bones will build my palaces, your eyes will stud my crown...
For I am Mars, the god of war, and I will cut you down.

We are notes in the music, searching for remembered rhyme.
Newsgroups: rec.games.mud.diku
From: ozzello@a24.chen.umn.edu (Anthony Ozzello)
Subject: Last Outpost has returned!
Organization: cems
Date: Wed, 6 Jan 1993 21:51:10 GMT


  Hi folks, just a quick note to say that we're back up after
the holiday shutdown. Come on back and join us at:
inst3.micro.umn.edu 4000
We'll look forward to seeing you! Julio and Roo
Newsgroups: rec.games.mud.diku
From: stanton@athena.cs.uga.edu (Catherine Stanton)
Subject: Re: My suggestion...
Organization: University of Georgia, Athens
Date: Fri, 8 Jan 1993 14:50:03 GMT

imajica@hardy.u.washington.edu (Tchaikovsky's little brother Ned.) writes:
>Try out the mud I play on... it's been running strong for 6 months now, and
>is constantly growing and improving... 
> 
>Renegade Outpost
>                                   louie.cc.utexas.edu 4000
> 
>It is a very nice mud, with very good players and immortals, and has been
>proven time and time again.
> 
>>------------------------------------------------------------------------------
Wow, it's getting so I can set my watch by this crap...about once every
three weeks.  Have you noticed?  The mystery remains...how does he get
a different acct each time? ;-)

Cat


-- 
_______________________________________________________________________________
    Cat Stanton
    stanton@athena.cs.uga.edu
_______________________________________________________________________________
Newsgroups: rec.games.mud.diku
From: chuong@ecf.toronto.edu (CHUONG HAN HSING)
Subject: Imperial Diku Vol.1 Doc.3
Organization: University of Toronto, Engineering Computing Facility
Date: Mon, 11 Jan 1993 14:42:54 GMT

Howdy all,

    Just like those to know that the server for Imperial Diku
    has certain hours of which it is not online.  To the North
    American players...the server is closed from (I believe)
    12:00am (EDT) for approximately 12hrs to 12:00pm (EDT).

    (Although this is just speculation....at this time the mud
    is probably down because these are the hours the univeristy
    opens classes and the sys-admin wants the computers used for
    other purposes *shrug*)
Newsgroups: rec.games.mud.diku
From: jody@athena.mit.edu (Jody C Miller)
Subject: Re: Comments about the Merc 1.0 code wanted!
Organization: Massachusetts Institute of Technology
Date: Mon, 11 Jan 1993 00:27:40 GMT

A few comments on the Merc code as I see it.  Negatives first:

1)   I don't like the recall skill ("/" recalls anyone who wants to use it back
     to midgaard) Even though it doesn't always work, it is too powerful of a
     tool for a character.  What use is mobility?  Or flee?

2)   I don't like the no rent policy.  What point is there in having gold then?
     Sure, some weapons will be auctioned, but there is very little point to gold
     when there are a lot of good weapons in the game. 

3)   The mobiles tripping and disarming players all the time.   I like the idea,
     but the mobs are successful too often.  Also, players can attack a mob,
     disarm it, recall, and go back to get the weapon.  If the mob is aggressive, 
     just use the free recall service again.  Those skills should be toned down
     a bit and their success should be more level based or level difference
     based. 

4)   The bug(?) of items decaying with the corpse....

5)   Ticks (updates/clicks) happen too fast.  I am not sure where that can be 
     altered, but a better way would be to keep the pace up, but reduce points
     gained per click. 


A few good aspects:

1)   It runs quite well.

2)   I love the items being level dependent for who can use them!

3)   If you are a player of the standard Merc code, you will have a blast!  You
     will immortal quickly, and dying is rather painless now.


My $0.02 worth

Jody
Newsgroups: rec.games.mud.diku
From: dmwittev@mtu.edu (Witteveen)
Subject: Re: DarkShadow!?!?!????
Organization: Michigan Technological University
Date: Wed, 6 Jan 1993 22:51:30 GMT

In article <1993Jan5.213509.1@vax1.mankato.msus.edu> wildcard@vax1.mankato.msus.edu writes:
>Just wondering what the h*ll happened to DarkShadow.  Been a day and a half
>now.
>
>-Kellory of the Dark Circle
>Wildcard@vax1.mankato.msus.edu

You and me both, if anyone can find out please post ot the net, as my
access is fairly cut.  I don't want to post clores email, someone should
still have it, please get in contact w/ him he should know.

TF
From: kychen@cco.caltech.edu (Kay-Yut Chen)
Newsgroups: rec.games.mud.diku
Subject: Eltanin
Date: 8 Jan 1993 22:14:07 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: sandman.caltech.edu

Does anyone know what happen to Eltanin? Did i get the right address?
Is it still 140.211.111.23 4000

It was down since i came back from Xmas vacation.

Kay Chen
Newsgroups: rec.games.mud.diku
From: rwatkins@cmcvx1.claremont.edu
Subject: Re: Apocalypse III DikuMUD
Organization: Claremont McKenna College
Date: 9 Jan 93 15:08:52 PST

In article <1993Jan9.172101@masg1.epfl.ch>, donini@masg1.epfl.ch (Pier Donini):::::::::::::::::::::::
 writes:
> In article <79602@hydra.gatech.EDU>, gt9398b@prism.gatech.EDU (Christopher R. Boggs) writes:
> |> 
> |>        Yup guys....The rumors are true. Apocalypse III is in testing as you
> |> read this. Lotsa changes and new mods. Looks great from what I have seen. So,
> |> once again, there will be a playable Diku on the net. 
>                ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> 
> You're looking for flames, aren't you ?
> 
> --Manwe (Imp on MUME)

Actually I think he has a point.  While there may be alot more diku muds on the
net now than in the past, most of them really are not that great.  In the
strive to be original, most muds are bug ridden and lack documentation.

The few that have been well coded and documented usually have a SERIOUS problem
with game balance.  I have not seen Apoc III, so I cant say that its any better
than the rest, but well written, original and balanced muds are few and far
between on the net these days.

:: Ryan L. Watkins :::::::::::::::::::::::: "people need to be shocked" dan ::
:::: rwatkins@cmcvx1.claremont.edu ::::::::::::: "lord in a bucket" melissa ::
:::: vamp@seanews.akita.com ::::::::::::::::::::::::::::::::: "woosh!" nina ::
From: michael@dv349-6a.berkeley.edu ()
Newsgroups: rec.games.mud.diku
Subject: Re: Comments about the Merc 1.0 code wanted!
Date: 8 Jan 1993 18:47:11 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: dv349-6a.berkeley.edu
Summary: Merc 1.1 releasing this month
Keywords: merc 1.1

We're releasing Merc 1.1 in the next two weeks.  We welcome suggestions
and contributions!

Merc 1.1 will fix most of our bug list (particularly a memory clobber
bug and the "group gain" bug).  We're also adding support for Aix,
Linux, Sun 3's, and maybe Apollo Domain/OS, in addition to the current
Sun 4 and Dec Ultrix.

We are also planning to add 10-20 new areas, depending on time available.
And also, clean up the spells and their docs.

Save files will be compatible with 1.0.

We think Merc is far and away the cleanest mud to port and run.
Several people have just taken it out of the tar file, compiled with
no errors or warnings, and ran it.  With 1 megabyte of world files
on a Sun 4, Merc runs in four megabytes of memory, boots in eight
seconds, and takes abut 20-40 cpu seconds per hour of run time.

Merc routinely runs 50 hours straight without crashing.

Developers of other muds are welcome to check out our code and pick
up anything useful.  Just keep our copyrights in the source.  An
acknowledgement somewhere on-line would be appreciated, too.
Share and enjoy!

Merc_10.tar.Z is available at ucbvax.berkeley.edu, ferkel.ucsb.edu,
and wuarchive.wustl.edu.  Merc_11.tar.Z will be released by 22 January.

Furey
MERC Industries
mec@garnet.berkeley.edu
From: j_herlih@oz.plymouth.edu (Axl)
Newsgroups: rec.games.mud.diku
Subject: Re: Stop this stupid stuff!! about RO!
Date: 12 Jan 93 03:36:20 GMT
Organization: Plymouth State College - Plymouth, NH.

In article <1993Jan11.195737.46310@kuhub.cc.ukans.edu>
snake@kuhub.cc.ukans.edu writes:
>If you don't want to read about RO then don't make 30 or so 
>RE: My suggestion's...don't you think that you see the posting much 
>more if it is reposted so many times?  If you don't want to read it
>DON'T READ IT! the criticism's are very immature and stupid, do you

	Why don't you listen to your own advice, pal.  If YOU don't
want to read all the follow-ups, then YOU skip over them.
--
-Axl @)-->--- 
 j_herlih@oz.plymouth.edu - "There can be only one"
Newsgroups: rec.games.mud.diku
From: rwatkins@cmcvx1.claremont.edu
Subject: Re: WANTED: DIKU area creation programs
Organization: Claremont McKenna College
Date: 4 Jan 93 10:28:34 PST

In article <1993Jan4.093947.20519@koko.csustan.edu>, jbassett@koko.csustan.edu (Zeke the Highlander) writes:
> In article <1993Jan3.231032.1@cmcvx1.claremont.edu> rwatkins@cmcvx1.claremont.edu writes:
>>I am looking for any programs that I might be able to use to create areas for
>>DIKU muds.  Currently I am using Muditor v0.50, which is only able to create
>>.wld and .mob files, and only with a few different flags.  I understand that
>>there was a v1.0 of Muditor, but havent seen it.  I have also seen DikuEd that
>>is supposed to be able to write .obj files, but I havent been able to get it to
>>run.
>
> For starters, Muditor v1.0 is out- but you have to buy it from the authors.
> As for DikuEdit, ive never gotten it to work either.

I wrote the authors of Muditor a few days back but I assume alot of people are
still on Winter Break.  So, you are one of the authors of Muditor, email me
please.

As for DikeEdit, I got the PC version to run last night, and have changed a few
of the .DEF files.  Looks good for assigning all the values, but Muditor is
easier to use to make descriptions.  I'll probably end up using both.

> which leaves a few 
> options. a> you can continue to use mud v0.50 to write the mobs and wld files,
> then tweak them by hand, and do the obj and zon files by hand. 

Which is what I was doing.  Tends to cause me to create zone with very few new
items in em.  :)

> b> shell out however much the muditor people want for v1.0

Which I'll probably do, if I can get a hold of em.  I think the registration
was only $20.00 or something like that.

> c> do the whole thing by hand. 

Ugh.. never.   Wrote my first 15 room zone this way, and it was a pain.

Any other anon FTP sites with DIKU related material?  The two I can recall are:
ucbvax.berkeley.edu
coyote.cs.wmich.edu

Oh, and while I'm here, anyone know the latest on Mudde Pathetique?  Last I
heard they needed to remove the mud because they needed more space for other
purposes, but were planning on returning soon.


- Ryan
Newsgroups: rec.games.mud.diku
From: jdb@beach.cis.ufl.edu (John Brothers)
Subject: Re: Where can I find SillyMud Source????
Organization: Univ. of Florida CIS Dept.
Date: Thu, 7 Jan 93 17:37:24 GMT

In article <wagner.961.726416344@main.mndly.umn.edu> wagner@main.mndly.umn.edu (Rick Wagner) writes:
>
>I've seen several muds that all appear to be running SillyMud.  I've been 
>searching for the source for this for quite some time and so I've been been 
>unsuccesful.  Does anybody have this or can point me to a source?

Send me mail.   I'm the imp of Silly.

I typically put it on ftp.uu.net, but since Quantum/Omega mud, has
at last check, still refused to credit us (the Silly coders) for our work, 
I am being more careful about who I give the code to.  But that doesn't mean
I won't give it to you.



John


You were not brought upon this world to "get" it, Mr. Burton - Dave Lo Pan
From: michael@dv349-6a.berkeley.edu ()
Newsgroups: rec.games.mud.diku
Subject: Re: Comments about the Merc 1.0 code wanted!
Date: 11 Jan 1993 04:08:37 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: dv349-6a.berkeley.edu

Man I just can't help but defend this ... I will agree that Jody Miller's
comments are accurate, and these things are a matter of taste.

(1) Free recall -- EVERY player over 10th level or so ALWAYS has recall
    scrolls anyways.  It might as WELL be free.

    Merc recall has only 50% chance of working, and it costs the same xp
    as fleeing for combat.  (In 1.1 it will cost twice the xp, and the
    code will tell you how much xp you lose for flee and recall).

    I also find walking back to town all the time rather BORING, don't you?

(2) No rent -- that's true, there is little point in having gold.
    Do you enjoy scrounging for gold?  I sure don't.  I like scrounging
    for xp and equipment when I build up a char ... not gold.

    Again, most muds I've seen, every medium or high level player has
    plenty of cash to cover rent, and it doesn't hurt anyone but new
    players.

(3) The mobiles trip and disarm all the time ... true.  We are tuning
    that down for 1.1 (less trip, less disarm, and trip lasts two rounds
    instead of three).  Of course, if you run the mud, you can tune it
    yourself to whatever you like.

(4) The bug (?) of items decaying with the corpse ... that's not a bug,
    it's a feature.  Makes corpse recovery a LOT more focussed.  :)
    (As a side note, gold stays with the char, not with the corpse,
    so you can buy a torch, crappy off-the-shelf equipment, and so on).

(5) Ticks happening too fast ... that's in SECS_PER_MUD_HOUR in structs.h,
    the standard Diku place for it ... you can change it from 31 seconds
    to a larger value if you like.

I'm glad you like the level dependent items ... if any other imp out there
wants to use that idea, feel free!  E-mail me and I'll explain the
implementation in detail (or just ftp merc and read reset_zone, it's
easy to retrofit into any diku mud).

And your last line ...

	> If you are a player of the standard Merc code you will have
	> a blast!

That's the idea.  :)

Furey
Merc Industries
From: michael@dv349-6a.berkeley.edu ()
Newsgroups: rec.games.mud.diku
Subject: Re: Comments about the Merc 1.0 code wanted!
Date: 9 Jan 1993 05:32:53 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: dv349-6a.berkeley.edu
Keywords: merc 1.0

OK, let me comment on those negative aspects ...

o Player file system is murky - each player has their own file.

This is a feature.  You can purge players, clone players, backup players,
WHATEVER, without special purpose programs.

You can get a list of players with "ls".  You can see when they last
logged in with "ls -lt".  You can purge with "rm `find . -mtime 60 -print`.

As far as listing stuff INSIDE the files goes, we're working on ascii
save files for version 2.0.  Use "grep" to get the reports you want.



o Experience point system is screwed.

No, it's not.  It's possible to advance very quickly: just change const.c
if you want to reset the values.  Or throw a divisor into gain_exp().

"Quickly" means that it takes 20-30 hours to get to level 20, but then
the next levels take several hours each.  Yes, we're going to ratchet this
down a little in 1.1.  Meanwhile, feel free to adjust it yourself.
You have all the source code.


o No rent ... you HAVE to return to Midgaard each time to avoid xp loss?

That's right, no rent.  We find rent an ineffective way to control players.
Time-based rent penalizes people who don't play every single day, and
it's ineffective at preventing low level chars from having high level eq
anyways.  (We have a much more effective way of preventing that).

To return to Midgaard, use the "recall" command.

Standard diku muds suffer from this problem: people type "save", then
break their links, then reconnect.  Presto!  Back in town.  That won't
work on Merc.



o Code is basically a small enhancement of Alfa.

Gee, then you missed the mud school, and the group/eq limits (to prevent
new chars from getting fitted out with level 30 eq right away), and the
no-item-limit save system (you didn't miss that because you already
commented on it).  BTW, we have NEVER lost a player record or an item
of eq since going to the one-file-per-player system.  (And did you see
the "deny" feature?)

You also missed Furey's Training Room for training stats, and the new
combat messages.

And you missed the disarm, parry, and trip code.

BTW, I'm curious what generic code you found.  We traded code with
Aod of Generic, but have not yet used any of the Generic code.

And you missed the MASSIVE internal revisions.  Go read comm.c, or db.c,
or interp.c, or fight.c.  They've been completely rewritten and are
FAR cleaner now.  More cleanup is in progress.  This is important if
you're trying to run and enhance a mud.

Here's the biggest enhancement of all:

	Merc doesn't crash.

We have routinely run Merc 1.0 for 50 hours straight without crashing
or rebooting.

But hey, run whatever mud you like.  If you want to run Merc, or Copper II,
or Alfa, or Techno, or even stock Diku, they're all available for anonymous
ftp.

Furey
Merc Industries
From: mfc1493@tamsun.tamu.edu (Ratboy)
Newsgroups: rec.games.mud.diku
Subject: Re: Apocalypse III DikuMUD
Date: 10 Jan 1993 19:07:47 -0600
Organization: Texas A&M University, College Station, TX
NNTP-Posting-Host: tamsun.tamu.edu

>|> once again, there will be a playable Diku on the net. 
>
>You're looking for flames, aren't you ?

I believe so. IMHO, AbyssMUD was great before it went down (*sniff*)...
Apoc II was/is good...can't wait for II, though...

but...

WORLDS OF CARNAGE ROCKS!


Ratboy/Winter/November