HDTenEightyP/NetNews huggingface dataset:
From: tom@arp (Tom Minchin)
Newsgroups: rec.games.mud.diku
Subject: Re: Too Many Open Files Error
Date: 28 Jan 1993 22:04:32 GMT
Organization: Centre for Information Science Research ANU
NNTP-Posting-Host: 150.203.20.2
X-Newsreader: TIN [version 1.1 PL8]

Dan Brumleve (brumleve@iboga) wrote:
: sec1@Ra.MsState.Edu (Stephen E. Canfield) writes:


: >I have a diku that crashes every once and a while from a "Too many open
: >files" error.  I've checked over the code and it appears that every time
: >I open a file I close it after the reading/writing is done.  Is there
: >any other case which would cause this?  (Something more obscure?)

: >Any suggestions can be mailed to the above address, and all help will
: >be appreciated.

:      Something like that would also result from opening sockets without
: closing them as well as opening files.

I've had that error before. A Sequent Symmetery S21 can only have 50 open files (ours
is very old), so when too many players joined (about 15-20) you got the "too many
open files" error. Check the machine room and in the deepest darkest
corner you'll find the manuals (or they prop up the line printer) and see how many
your machine can cope with. Sometimes it is software selectable - recompile the
kernal.

Tom
--
---------------------
Tom Minchin
tom@arp.anu.edu.au
---------------------
Newsgroups: rec.games.mud.diku
From: jdb@beach.cis.ufl.edu (John Brothers)
Subject: Re: ATTN: Dark Shadow's Refugees
Organization: Univ. of Florida CIS Dept.
Date: Thu, 21 Jan 93 16:37:38 GMT

In article <1993Jan21.032811.19675@eng.ufl.edu> spp@reef.cis.ufl.edu (Stephen P. Potter) writes:
>running on doldrums.cis.ufl.edu 4000/4001.  Both Dark Shadows and my mud were
>based off Silly code at some time in the past.

As far as I know, DarkShadow is NOT based off of Silly code.
Newsgroups: rec.games.mud.diku
From: brumleve@iboga (Dan Brumleve)
Subject: Re: Too Many Open Files Error
Organization: University of Illinois at Urbana
Date: Thu, 28 Jan 1993 01:00:32 GMT

sec1@Ra.MsState.Edu (Stephen E. Canfield) writes:


>I have a diku that crashes every once and a while from a "Too many open
>files" error.  I've checked over the code and it appears that every time
>I open a file I close it after the reading/writing is done.  Is there
>any other case which would cause this?  (Something more obscure?)

>Any suggestions can be mailed to the above address, and all help will
>be appreciated.

     Something like that would also result from opening sockets without
closing them as well as opening files.

>--steve

-Dan
From: gt7282c@prism.gatech.EDU (Eric L. Pilcher)
Newsgroups: rec.games.mud.diku
Subject: Re: KallistiMud
Date: 26 Jan 93 22:20:49 GMT
Organization: Georgia Institute of Technology

In article <1993Jan26.213056.21645@oz.plymouth.edu> j_herlih@oz.plymouth.edu (Axl) writes:
>In article <1993Jan26.181415.20119@mailer.cc.fsu.edu>
>jkent@loligo.cc.fsu.edu (John Kent (History?)) writes:

>>The reason I said you should probably not START a character at Kallisti
>>now is this:
>>2)With so many crashes you WILL somehow loose your EQ!!!
>>	-dying and crash before you get to corpse...
>>	-starting and game crashes as it is loading EQ but before auto save..
>>	  (happened to me 2 times)
>>	-there are a number of ways....

>	We reimb for the above situations.

Yes, in fact the last 2 occasion that Luft has bumped me to lev 58 to reimb.
He's had me reimburse full!
 
>>3)Kallisti has a very stict reimburse policy.  5 items and a weapon.
>>	This seems reasonable...and for most muds I would agree
>>that that policy is ample.  But on a mud that crashes so much..
>>at low level you spend as much time re-getting eq as you do getting xp.
  
>	This is not official Kallisti policy, atleast not as of
>yesterday, when I last was on.  I give full reimb for the above 2
>cases, when possible,
 
You have to keep in mind that the regualar "policy" was used for a few 
reasons.  First of all, it keeps a balance in the game.  With so many high
level players it is very easy for low level players to get items they would
not ordinarily have and IMHO should not have.  (Or should we upgrade the
mobs so that Fido's can stand up to a newbie with a sting and titanic
armor).   Second, why should we bother loading somthing when you can go and
get it relatively hassel free?  It's only wastes time, and you could be
getting exp for going after the mobs that have these items.

>>From level 1 to 14 I had to get reimbursed 4 times.
>>I had to choose my 5 best items and weapon.  That gets old realy quick...

If this really bothers you that much then you have my appologies, for I
feel I was partially responsible for setting this so called policy.  When 
I would lose my items due to a crash, 5 was the most I'd ask for in
reimbursement.  The rest I could get on my own and in fact, I felt that it
was rather fun to go round up all my equipment.  It certainly broke the
monotony of going around and killing the same old things just to get exp.

>>Again....as I said KallistiMud is very cool...if you can suffer the
>>crashes and the loosing of eq at a low level that is up to you.
>>I was simply saying...BEWARE...ALL IS NOT SWEET IN DENMARK..(or kallisti)

>	Eh?  Kallisti is not located in Denmark.  It's right here in
>the US.
>				~Izzy the Shiny Happy Kender  @)-->---

In fact, I think Oregon is about as far from Denmark as you're going to
get and still be somewhere in North America.
--
-Rasta the Lesser God of the Undead.		rasta@jablab.gatech.edu
The Article makes a strange sound and is suddenly very silent as you place a
"Next Article" key in it's back.
The Article is dead!  R.I.P.
You hear a horrible cry of agony from the Article.
From: knighton@Oswego.EDU (Robert Knighton)
Newsgroups: rec.games.mud.diku
Subject: Re: Diku II - a quick question?
Date: 27 Jan 93 05:33:30 GMT
Reply-To: knighton@oswego.Oswego.EDU (Robert Knighton)
Organization: Instructional Computing Center, SUNY at Oswego, Oswego, NY

In article <1993Jan26.083518.21374@mfltd.co.uk> lis@mfltd.co.uk (Linus Surguy (x5384)) writes:
>In article <1993Jan26.020658.6914@sol.ctr.columbia.edu> xcelsior@cs1.bradley.edu (George Leidolf) writes:
>>Nicholas S. Macron (nsm3@po.CWRU.Edu) wrote:
>>
>>: Does anyone out there know if the DikuII source code is 
>>: available?
>>
>>You can ftp it from ucbvax.berkeley.edu in /pub/games/dikumud/source
>>I believe...
>>
>>Nightshade the Lampshade
>
>Awwww - I just wish I knew how to find the address as I dont have a name server
>Perialaga
>

 The address is 128.32.133.1.  Hope this helps.

Robert.


Sheesh!  I thought everyone had a nameserver :)
Newsgroups: rec.games.mud.diku
From: gnort@daimi.aau.dk (Gnort, God of Chaos)
Subject: Re: Diku II - a quick question?
Originator: gnort@banon
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Wed, 27 Jan 93 14:21:32 GMT

nsm3@po.CWRU.Edu (Nicholas S. Macron) writes:

>Does anyone out there know if the DikuII source code is 
>available?
>(you know that code that was popular for a whole month)
>It looked as if a lot of work went into it...Anyone know
>what happened with it?  the source code at least?

Well, indeed a lot of work has gone into it, and the source code is fine.
It won't be released to the public just yet, but at least we can now say
soon without blushing :)
We're presently trying to find a new site for it, since duke will not get
back on the net again (R.I.P), and things are looking good ;)

>-Nik the Depraved
>-- 
>The Gaelic word "sgriob" Translated means "The itchiness that
>overcomes the upper lip just before taking a sip of Whiskey"
>-Just another useless piece of information

Thanks. My life is _soo_ much richer now. What's Gaelic for the same
phenomena, but with Tequila?

--
Gnort @ {DikuII | Unicorn | Alex | Igor}                     gnort@daimi.aau.dk
From: brumleve@iboga (Dan Brumleve)
Newsgroups: rec.games.mud.diku
Subject: Re: Log of a PK battle.....
Date: 23 Jan 93 20:09:47 GMT
Organization: University of Illinois at Urbana

(Someone who either has no decent netnews software or just learned what
an NNTP server is) writes:

>In article <81323@hydra.gatech.EDU>, gt9398b@prism.gatech.EDU (Christopher
>R. Boggs) wrote:
[100+ line log of a happy player killing battle deleted]

>Wow. You are cool.
>Just don't do it to anyone who's not as into it as you, 'kay?

     Is it really necessary to quote a 100+ line log just so you
can spout two lines of idiocy at the rest of the MUDding community?
If you'd rather play "nice" MUDs that don't allow chopping up 
players, you're free to do so, but please don't waste 100 lines
of bandwidth just so you can share your opinions with everyone
else.  

-Dan
Newsgroups: rec.games.mud.diku
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: KallistiMud
Organization: Plymouth State College - Plymouth, NH.
Date: Mon, 25 Jan 93 09:13:58 GMT

In article <1993Jan25.080827.19254@mailer.cc.fsu.edu>
A high level player at Kallisti writes:
>
>
>
>
>Good question...  
>Kallistimud is a fun mud.  But you are right, It crashes often every 5 to 
>10 minutes.  Kallistimud used to have 30 levels, and it crashed then...
>The implementor (and I was led to believe the only code writer) of 
>kallisti is Luft.  About a month ago Luft said he was thinking about
>making kallisti a 50 level mud.  We all complained...knowing from 
>experience that this would lead to a few things:
>1) extreme inflation...for gold, hps, items...etc...
>
>2) A very awkward transition period from 30 to 50 levels
>(mobs being upgraded...new spells...bla...bla)
>
	I believe the transition has gone very well.  There are a few
rough spots here and there, but that is to be expected.

>Well when asked if we wanted it to go 50 levels we all pretty 
>unanimously voted no.  But it IS Lufts mud so he mad it 50 levels.
>we are currently in that transition period....
>
	We always appreciate mortal input very much, but some things
we decide will not always be the most popular.  50 leves provides more
of a challengs, and it is by no means an unreachable goal.

>there are no new spells
>
	There have been several new spells & skills added, (some just
a little more than an hour ago were insatlled)

>mobs are being upgraded and we aren't informed (led to more than a few
>deaths i can tell you that)
>
	Typing 'help mobs' gives a list of the most recent
modification/upgrades.  'help obj' does a similar thing for current
equipment mods.  Look at the READ.ME note sometime that is in the
Temple. 

>And of course...if there were crashes when it was a 30 level mud that
>weren't fixed...the crashes have only gotten worse with the extra code
>of a 50 level mud.
>
	Yes, it is difficult to play thru multiple crashes.  It is
something that is being worked on a best as can be expected.  

>I play kallisti cause it is a cool mud...I will stick with it.
>But I am high level..and after every crash we rush to get potions..etc..
>(stuff only high levelers can easily get after reboot)
>
	Heh...and name one mud where people Don't do this. ;)

>I would suggest you NOT start at kallisti now.
>wait and when you see another post here saying transition is almost over 
>and crashes are gone come back and try again.

	Ahem...this is where I strongly disagree.  New players arrive
everyday, and there are several newbie areas to help them obtain the
first few levels.  Most of the mortals are willing to help them after
that.  It is a very good place for new players to start.  There are
many features not seen in too many other places, if at all.  Try to
work thru the crashes.  Its hard on us as well.  We're at

kallisti.wtfd.orst.edu 4000 (sometimes 4001)

~Izzy the Kender God of Mischief @)-->---   @KallistiMud

--
-Axl @)-->--- 
 j_herlih@oz.plymouth.edu - "There can be only one"
Newsgroups: rec.games.mud.diku
From: stanton@athena.cs.uga.edu (Catherine Stanton)
Subject: Re: TinTin......THE BEST!!
Organization: University of Georgia, Athens
Date: Wed, 20 Jan 1993 23:00:51 GMT

In article <1jkgjbINN841@phakt.usc.edu> tjalliso@usc.edu (Tyler Joseph Allison) writes:
>  Also Id have to say if you get recalled because of your client...
>you need some serious help on using a client.  The only thing other 
>people can make me do is:   get all corpse 

So many people action R.I.P. to get all corpse;save whatever.  There
are two ways around it.  Change the MUD's message when other's do that
and unless you're a god on that MUD -- good luck, or group yourself (if
you can) and action it to "You receive your share".

>My client is used to make the commands shorter...I decide when I wana
>recall and only me!!   
> example:   #alias rr "recite recall;get recall bag"

Ummm I hope you had one out before you recited it.  :-)
My favorite alias (inspired by CircleMUD's infamous JHUNIX immort playerkillers)

#alias shit "get recall bag;rec recall;s;e;u;rent"

>  I only use action commands to get stuff from corpse and for special
>commands like agg mobs...But I set them before I go into that area and
>then remove them when Im done.....

I had problems getting a recursive action command to work.  I 
actioned "tells you" to send me a bell and then made an alias
called "untell" which unactions it when I start getting oodles
of tells.  Didn't work right for some reason.

>  Sorry I think I may have been harsh in the beginning...they are not stupid!!
>I didnt use one for a long time and had just as much fun.  I just think if 
>you know how to use one and can get one..do it!!!

I've also had an interesting experience with tintin. I was using it
as my immortal and wizsaid something...right after that I got disconnected
from the MUD by a phone call and returned only to find my client went 
wacko and I wizsaid something HUNDREDS upon HUNDREDS of times...

Has anyone ever had that happen to them?

Cat


-- 
_______________________________________________________________________________
    Cat Stanton
    stanton@athena.cs.uga.edu
_______________________________________________________________________________
Newsgroups: rec.games.mud.diku
From: jelson@circle.cs.jhu.edu (Jeremy Elson)
Subject: Re: Another Shameless Plug for JediMUD
Organization: Johns Hopkins Computer Science Department, Baltimore, MD
Date: Thu, 28 Jan 1993 22:58:55 GMT

In article <C1GMsE.K6w@compsci.liverpool.ac.uk> u2gps@csc.liv.ac.uk (G.P. Sereno) writes:
>Hey, When you first pushed this MUD, you said that there was no LAG.
>Well guess what, I've been stuck in this lag for about five minutes now,
>and that is just on reading the new intro.

This is a bug which was accidentally introduced in one of the bugfixes a day
or so ago: if your'e reading the intro story, the session locks up and you
have to disconnect.  It wasn't lag -- the rest of the mud was still running,
but the story was frozen.  It should be fixed later today (Thursday).

> Previous to that, I have been
> left waiting for several minutes on a number of occassions.

This is probably due to the delays caused by (1) us trying to compile the
new mud on the same machine; or (2) the fact that JHU is phasing in new
network hardware, which (they say) will cause delays.

>  is this down to an influx of new users, or have you been hiding something 
> from us.

Hiding somthing from you?  What would we be trying to keep secret?  If the
MUD lags, it's hardly a secret.

-je

-- 
Jeremy Elson
jelson@server.cs.jhu.edu (Internet) / jelson@jhuvms (Bitnet)
Newsgroups: rec.games.mud.diku
From: rwatkins@cmcvx1.claremont.edu
Subject: HELP: Bug in DikuEd Mob Editor
Organization: Claremont McKenna College
Date: 27 Jan 93 19:26:34 PST

I recently FTPed a copy of DikuEd that contains the MEdit portion for
creating mobs, and I have encountered a few bugs.
 
   When I edit the align value for the mob, it appears fine in the prgram,
   but in the data file, it adds some huge value to the proper alignment
   value.
 
   When I attempt to put a value over 256 in any of the fields for
   the Hit Points, it simply rolls over.  Thus I cant make a mob with
   1d50+500 hp.  I simply get a mob with 1d50+244 hp.
 
I have emailed the author.  The first two messages bounced, and I have
yet to receive a reply to the last one.  If anyone else uses this editor
and has encountered this problem, please email or post here.  I dont
know C to go and fix what should be a very minor problem in the
declaration of the variables.  BTW I was using the MsDos version, though
the Unix version appears to have the same Hp bug as well.
 
Any help would be appreciated.
 
-- Ryan
:: 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: bombman@diku.dk (Hans-Henrik St{rfeldt)
Newsgroups: rec.games.mud.diku
Subject: Dikumud Source Codes
Keywords: quality
Date: 21 Jan 93 11:13:25 GMT
Organization: Department of Computer Science, U of Copenhagen

The best thing would be that all the
different versions could compile error/warning free with
	gcc -Wall ...
This way, you might find many errors.

--Hans Henrik Staerfeldt
-- 
 ___________________________________________________
|            Bombman the mad bomber                 |
|               Bombman@diku.dk                     |
|___________________________________________________|
From: hawkeye@glia.biostr.washington.edu (Ken Keys - TF Dude)
Newsgroups: rec.games.mud.diku
Subject: Proposal: LP/Diku prompt protocol
Date: 27 Jan 93 20:16:39 GMT
Organization: University of Washington
NNTP-Posting-Host: glia.biostr.washington.edu



I forgot to crosspost this proposal to rec.games.mud.diku originally.
Please send followups to rec.games.mud.lp and rec.games.mud.misc as
well as this group.

The Problem:
When a client receives a block of text not terminated by any
end-of-line marker, there is no way for the client to tell if that text
is a prompt or just the end of a packet which will soon be followed by
another packet containing the remainder of the line.  TinyFugue's
current method of dealing with this causes annoying delays in
displaying prompts, and delays in the net cause many normal lines to be
falsely interpreted as prompts.

The Solution:
The server appends the TELNET protocol sequence IAC GA (Go Ahead) to
lines not otherwise terminated (i.e., prompts).  A client can then
immediately determine how to interpret a block of text:  text ending in
CR LF is a normal line; text ending in IAC GA is a prompt; and
unterminated text is a partial line which can be held pending the
arrival of the rest of the line.

I'm not familiar with LP and Diku server code, but I would guess that
adding this feature is simple.  For every line transmitted to the
client, if the line does not end in CR LF, you should append IAC GA
("\377\371").  I would guess the best place to add it is some low-level
output routine, shortly before the send() or write().

This new feature should be totally compatible with existing software.
Old clients which ignored IAC WILL ECHO (at the password prompt) will
also ignore the IAC GA.  New clients talking to old servers will have
to guess, as they always have.  And new clients talking to new servers,
of course, will work quite nicely.

I have already added the TELNET GOAHEAD protocol to TinyFugue 3.0
(release date TBA), and Greg Hudson plans to add it to VaporTalk.

The TELNET protocol is described in RFC 854, available at nic.ddn.mil.

-- 
--
Ken Keys, aka Hawkeye
Master of the Fugue
kkeys@ucsd.edu or hawkeye@ucsd.edu
Newsgroups: rec.games.mud.diku
From: u920558@daimi.aau.dk (Thomas Due)
Subject: Re: Vanilla Diku
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Sat, 23 Jan 93 14:29:10 GMT

gacohen@seas.gwu.edu (Geoff A. Cohen) writes:

>On the other hand, what *would* be useful is a *minimal* version
>of diku - just the absolute, debugged, bare bones of sockets,
>rooms, mobs, and objects.  Maybe 300K executable?  The exact
>contents of (shall we call it) Diku-- are debateable.  However,
>it seems that there is some demand from serious diku programmers
>for such a thing.

Actually there exits a "basic" diku code. It is the orginal dikumud
which contains about 1000 location, a couple of hundreds mobs, and ditto
objects.
Where this code is available I do not know, but I think it's pretty good
to strat with, as there's not a lot of "junk" build in, that one can add
later.

As far as I remember it takes up about 3 or 400k in packed format, but I
may be wrong about that, I cannot remember exactly how much it takes in 
executable form.

Just so you all know :)


-- 
###########################################################################
###  Beware of the dark! You never know what it hides...                ###
###  For contact : u920558@daimi.aau.dk        Thomas Due/The Nightmare ###
###########################################################################
Organization: Penn State University
Date: Tue, 26 Jan 1993 21:35:46 EST
From: <MVS104@psuvm.psu.edu>
Newsgroups: rec.games.mud.diku
Subject: Re: Log of a PK battle.....

Nice to see that whenever it *does* come back, it'll be business as
usual, with career mortals are equip hounding...
Yep, nothin' like ole Adversary.
From: xcelsior@cs1.bradley.edu (George Leidolf)
Newsgroups: rec.games.mud.diku
Subject: Re: Diku II - a quick question?
Date: 26 Jan 93 15:59:12 GMT
Article-I.D.: sol.1993Jan26.155912.24175
Organization: Bradley University
X-Newsreader: TIN [version 1.1 PL8]
X-Posted-From: cs1.bradley.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

George Leidolf (xcelsior@cs1.bradley.edu) wrote:
: Nicholas S. Macron (nsm3@po.CWRU.Edu) wrote:

: : Does anyone out there know if the DikuII source code is 
: : available?

: : (you know that code that was popular for a whole month)
: : It looked as if a lot of work went into it...Anyone know
: : what happened with it?  the source code at least?

: You can ftp it from ucbvax.berkeley.edu in /pub/games/dikumud/source
: I believe...

: Nightshade the Lampshade

I'm sorry, but I found out that they have the Vanilla Dikumud at ucbvax, not
DikuII... DikuII isn't available anywhere yet from what I heard. Still under
testing.
From: xcelsior@cs1.bradley.edu (George Leidolf)
Newsgroups: rec.games.mud.diku
Subject: Worlds of Carnage
Date: 26 Jan 93 23:57:05 GMT
Organization: Bradley University
X-Newsreader: TIN [version 1.1 PL8]
X-Posted-From: cs1.bradley.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

I'm sorry if my last post didn't get here, I think I messed up the newsgroups

Worlds of Carnage should be opening sometime tomorrow (Wednesday), after a great
amount of testing new areas... Unfortunately, most of theses areas won't be in
because they want to make VERY sure they aren't bugged.

It could be up sooner if all the bugs are worked out.  There will be no rent
charges because of the net file server crash, so you will still have all your
cash and items...

Have fun and see you there... The address is   bigguy.eng.ufl.edu 4000

Nightshade the Lampshade
Newsgroups: rec.games.mud.diku
From: metzlcw@augustana.edu (CHRIS METZL)
Subject: ReTraction of Shameless Plug (Bad NetEquitte)
Organization: An Organization Name
Date: Fri, 22 Jan 1993 18:17:31 GMT

Greetings,
I apologise for what turned out to be a GIGANTIC breach in
NetEquitte.  I come from a school who had to use a DOS client to 
read newsgroups, a client we got 2 days ago I might add.  Unfortunately
I made my first attempt at posting a poor one, since I stepped over
borders which I did not know existed.  I hope you ignore my Shameless
Plug and take it as the ravings of a lunatic who just got his hot
little hands on TRUMPET news reader and failed to use it correctly.

Again, many apologies to all readers of r g m d and of the staff of
JediMUD whom I care for dearly and did not EVER wish to hurt.

Again Apologies from a NetGeek EXTRORDINAIRE!!! (that's me)

Chris Metzl a.k.a metzlcw@helios.augustana.edu aka ccsachris@augustana.edu
aka
Malfador@Jedi (I hope)(cringe)

Malfador:<----Takes his punishment like a man......
Malfador:<----Thinks that ignorance doesn't excuse him.....
Malfador:<----Hope to use news groups better.....
Newsgroups: rec.games.mud.diku