HDTenEightyP/NetNews huggingface dataset:
Organization: University of Maine System
Date: Monday, 27 Jul 1992 08:29:25 EDT
From: Wendell G. Wren <WENDELL@MAINE.MAINE.EDU>
Newsgroups: rec.games.mud.diku
Subject: Re: ApocalypseII
 <1992Jul24.152735.23119@mintaka.lcs.mit.edu>

>In article <1992Jul24.095347.22968@uwm.edu> wraith@csd4.csd.uwm.edu (Robert
>Michael Gorichanaz) writes:
>>Does anyone know the status of this MUD? I haven't been able to log-in for
>>almost a week!!!!!!
>>
>>wraith
>>
>
>You're just trying when the net decides to act up apparently, I'm on it right
>now and have been every weekday for the past month, there have been some minor
>problems that caused minimal downtime but for the most part it has been the
>net, please note when you get connection timed out or no route to host when you
>try to connect there is no problem whatsoever with the machine you are trying
>to connect to necessarily, it is the machinesa that do the routing between you
>and them that are causing the problems, and odds are there is NOTHING anyone at
>the site you are trying to connect to can do, and odds are if thay can do
>something they are already trying.  The only circumstances where people on the
>site you are trying to connect to can do ianything is when you get "Connection
>refused" or "Foreign host rejected the open attempt" which means the socket
>that runs the program on the port you are trying to connect to is down, and
>many times that is because the game will crash or the system will reboot and
>it'll be on the weekend and no one will be around until the beginning of the
>week to put it back up.
>
>
>                                                        -Lee/Diamon

This is the third time in the last week I've seen the orignal query,
and each time I've checked to see if Apocolypse is up...  each time
I've gotten the "rejected by foreign host" response...  You must be
using a better time slot than we're our schedules let us...

                                       Wendell G. Wren
                                       Wendell@Maine.Maine.Edu
                                       08:38:04 Monday, 27 Jul 1992
From: brumleve@atropa (Danny Brumleve)
Newsgroups: rec.games.mud.diku
Subject: Re: Cool Diku at 128.83.135.8 7900
Date: 27 Jul 92 02:27:05 GMT
Organization: University of Illinois at Urbana

ripper@csa.bu.edu (keith mcclelland) writes:


>Hello, are we feeling ok?  No offense to those who are in love with
>Drippy, er Sneezy, mud, but all it is is JUST ANOTHER Silly Clone.
>Come on guys, I went around your mud, and the most noticable things
>I saw were the foul mouth people screaming for gods to go get their
>corpses, and Puff shouting new things.  They may have even changed
>the Months and Days.  Whee, real hard to do.  

>Silly Mud is currrently undergoing serious changes, new classes, more
>spells, more areas and the like.  I seriously doubt that all these 
>clones will be able to keep up, but they are welcome to try.  Anyway,
>if you are a Silly Clone, the least you can do is give some credit to
>where your "wonderful" mud came from.  Until then, good luck in being
>original.


By the tone of your article and the fact that you inform us about new
modifications to SillyMUD, I assume you represent them.  If that is
the case, why did the SillyMUD authors make their code publicly
available in the first place, if not so other people could run it?
And when someone does, you so much as flame them for having downloaded
it in the first place.  Running a MUD isn't a popularity contest.
People run them because they LIKE to code, and they LIKE to watch
other people have fun, not so they can sit around and soak up
praise for their accomplishments.  Are you against other people
having fun by playing SneezyMUD?  Would you rather they be playing
SillyMUD so they'll bow down to the Almighty Original Silly Gods
instead of the 'imposters'?  If this is the case, I truly believe
that you haven't a clue as to what MUDding is all about.

-Jhalavar-
From: mohrc@jacobs.CS.ORST.EDU
Newsgroups: rec.games.mud.diku
Subject: Re: The Amiga DikuMUD Editor
Date: 22 Jul 92 21:22:11 GMT
Organization: Computer Science Outreach Services - Oregon State University

>In about a couple of weeks (never specify real release time ;)
>we are ready with an Amiga DikuMUD editor.

Wow this sounds great! I was toying with the idea myself until we just put in
online creation on the mud. Will you be releasing the source? keep up the 
great work!

...........................................................................
|mohrc@jacobs.cs.orst.edu                   | Ring around the Internet    |
|Deth imp@ Perilous Realms [not public yet] | A packet with a bit not set |
|Perilous Realms Opening Soon to the public | ENQ ACK ENQ ACK             |
|With Many new Additions [down with Judy!]  | We all go down!             |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	    __
           ///
       __ ///
       \\X// AMIGA - Quite Simply The Best Computer Ever.
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: ripper@csa.bu.edu (keith mcclelland)
Newsgroups: rec.games.mud.diku
Subject: Re: Cool Diku at 128.83.135.8 7900
Date: 26 Jul 92 16:55:42 GMT
Organization: Computer Science Department, Boston University, Boston, MA, USA
Originator: ripper@csa


Hello, are we feeling ok?  No offense to those who are in love with
Drippy, er Sneezy, mud, but all it is is JUST ANOTHER Silly Clone.
Come on guys, I went around your mud, and the most noticable things
I saw were the foul mouth people screaming for gods to go get their
corpses, and Puff shouting new things.  They may have even changed
the Months and Days.  Whee, real hard to do.  

Silly Mud is currrently undergoing serious changes, new classes, more
spells, more areas and the like.  I seriously doubt that all these 
clones will be able to keep up, but they are welcome to try.  Anyway,
if you are a Silly Clone, the least you can do is give some credit to
where your "wonderful" mud came from.  Until then, good luck in being
original.

Feel free to try out Silly mud in the fall, it currently waffles between
128.227.224.10 8000
and
128.227.224.10 8001

-Rip
Newsgroups: rec.games.mud.diku
From: grimm@dec6.wu-wien.ac.at (Thomas W. Grimm)
Subject: Re: Cool Diku at 128 ...
Reply-To: grimm@wu-wien.ac.at
Organization: Wirtschaftsuniversitaet Wien
Date: Tue, 28 Jul 1992 12:52:20 GMT

I don't think that another hundred races or classes are very important
to new muds. They don't bring really new things into the game. What is
the great difference if I'm a human or an Orc? 

What IS important for a mud is the "special" feeling. Things that are
unique to a MUD. Things that make it fun to look at or to work with or
to use. If a MUD lacks theses things it is "just another MUD". It may
have 100 races, but the feeling isn't in the game.

It is difficult what things give the "right or special" feeling to a
game. We (VieMUD) tried to bring in some of the Austrian culture for
example. But that is, by far, not the only way to do it. 

Another important thing is to alter the game all the time. Nothing is
more boring than a game you know by hard. Even our immorts don't know
what we will change next, so it is fun for them to play mortals too.

And for the discussion who used the code of who and who did changes.
This is absolutely unimportant. If someone uses our code and improves it
I'm happy for this new and (hopefully) good game. Players will be happy
too, so why cry here on the net. 

Thomas, (Mallin) from billroth@wu-wien.ac.at 4000



Newsgroups: rec.games.mud.diku
From: yuaw@undergrad.math.waterloo.edu (Aw Yang Uei)
Subject: **Zon file**
Organization: University of Waterloo
Date: Thu, 23 Jul 1992 21:30:10 GMT

Hi there,
    I have question for you implementors out there :-)

    Recently I have been trying to modify the .zon file(i.e. adding new zons
and putting new mobs). However as I try to run it, I keep getting the error
message : 
Performing boot-time reset of LIMBO (rooms 0-3).
Performing boot-time reset of Northern Midgaard Main City (rooms 4-3099).
Performing boot-time reset of Southern part of Midgaard (rooms 3100-3199).
Performing boot-time reset of River of Midgaard (rooms 3200-3299).
Performing boot-time reset of Buildings in Midgaard (rooms 3300-3399).
Performing boot-time reset of The Graveyard (rooms 3400-3499).
Performing boot-time reset of The Graveyard (rooms 3500-3699).
Performing boot-time reset of Moria level 1-2 (rooms 3700-4099).
Performing boot-time reset of Moria level 3-4 (rooms 4100-4199).
Performing boot-time reset of The Dwarven Kingdom (rooms 4200-4799).
fread_str: Bad file number
^^^^^^^^^^^^^^^^^^^^^^^^^^

  This wouldnt happen if I delete a mob or two from that zone. However as I add
new mobs into other zones(say a merchant in Midgaard), the error message 
reappears(Same as above), instead of having the error message appear at 
the zone that I've modified.

  Any help would be greatly appreaciated. Thanks in advance!
From: andyb@cs.washington.edu (Andrew Biddle)
Newsgroups: rec.games.mud.diku
Subject: Diku Source
Keywords: I'm stupid, how 'bout you?
Date: 29 Jul 92 03:16:20 GMT
Distribution: rec.games.mud.diku
Organization: Computer Science & Engineering Dept., Univ. of Washington, Seattle


	Well,  I feel a little newbie-ish asking this, but I lost my
copy of diku source and haven't seen an FAQ recently so here goes:

	What is an ftp address I can get diku-code with good mods?
Specifically, I am in love with SlothMud, but that code isn't available
to the general public so I will have to make due... I'm most interested
in getting code that has multiclass characters and such.

	Feel free to e-mail the addresses & descriptions to me at
andyb@cs.washington.edu or post them here since I am a frequent reader.
                            Thanks
Newsgroups: rec.games.mud.diku
From: jfr2@Ra.MsState.Edu (Jackie F. Russell)
Subject: Re: Cool Diku at 128.83.135.8 7900
Organization: Mississippi State University
Date: Mon, 27 Jul 1992 16:30:13 GMT

YOU SAID IT BROTHER!!!!!
Brut.
Newsgroups: rec.games.mud.diku
Subject: Re: **Zon file**
From: rossw@ccu1.aukuni.ac.nz (Ross Williamson)
Date: Thu, 23 Jul 1992 22:45:21 GMT
Organization: University of Auckland, New Zealand.

yuaw@undergrad.math.waterloo.edu (Aw Yang Uei) writes:

>Hi there,
>    I have question for you implementors out there :-)

>    Recently I have been trying to modify the .zon file(i.e. adding new zons
>and putting new mobs). However as I try to run it, I keep getting the error
>message : 
>Performing boot-time reset of LIMBO (rooms 0-3).
>Performing boot-time reset of Northern Midgaard Main City (rooms 4-3099).
>Performing boot-time reset of Southern part of Midgaard (rooms 3100-3199).
>Performing boot-time reset of River of Midgaard (rooms 3200-3299).
>Performing boot-time reset of Buildings in Midgaard (rooms 3300-3399).
>Performing boot-time reset of The Graveyard (rooms 3400-3499).
>Performing boot-time reset of The Graveyard (rooms 3500-3699).
>Performing boot-time reset of Moria level 1-2 (rooms 3700-4099).
>Performing boot-time reset of Moria level 3-4 (rooms 4100-4199).
>Performing boot-time reset of The Dwarven Kingdom (rooms 4200-4799).
>fread_str: Bad file number
>^^^^^^^^^^^^^^^^^^^^^^^^^^

>  This wouldnt happen if I delete a mob or two from that zone. However as I add
>new mobs into other zones(say a merchant in Midgaard), the error message 
>reappears(Same as above), instead of having the error message appear at 
>the zone that I've modified.

>  Any help would be greatly appreaciated. Thanks in advance!


rough guess is that your not including the terminator symbols ie the 
$ ~ etc that are all over the place I had this problem once.
And just a very careful serch turned up a missing ~ ( &&^^%$%^%$*&^%( )
if you know what I mean

just my $0.02 + tax == $4,098,889 worth

Ross
Belarion ( Diku & LPmud )
+-----------------------------------------+--------------------+
| Name   : Ross Williamson                |Auckland University | 
| E-Mail : rossw@ccu1.aukuni.ac.nz        |    New Zealand     |
| Of course these opinions are my own and thank *!!* for that  |
+--------------------------------------------------------------+
From: jelson@poincare.cs.jhu.edu (Jeremy Elson)
Newsgroups: rec.games.mud.diku
Subject: Re: Socket freezing
Keywords: socket freezing
Date: 30 Jul 92 21:42:01 GMT
Organization: Johns Hopkins Computer Science Department, Baltimore, MD

In article <1992Jul30.195333.1083@msuinfo.cl.msu.edu> regentin@cpsin2.cps.msu.edu (Curtis Regentin) writes:
>Hiya!  
>  A while ago, on one of these newsgroups, the subject of sockets
>getting frozen upon a crash came up.  At the time, I didn't have the
>problem, so I used the magic "n" key and skipped it.  So, if anyone has
>the fixes laying around somewhere, I'd apreciate if you could drop me a
>line.  I know that there was a "right" and "wrong" way posted:  I'd
>prefer the right one, but I'm not picky!

The way I tried to fix it was commenting out the lines in comm.c that
enabled SO_LINGER.  That improved the problem but it still isn't solved
completely.  Recently I also wrote code that would catch segmentation
faults and bus errors (SIGSEGV and SIGBUS) -- if one of these signals
was caught, the MUD first tries to close all sockets gracefully before
dying.  I'm not really sure if this helps, but the MUD has crashed 2
times since then and both times the connection got caught in the
FIN_WAIT_2 state instead of CLOSING.  FIN_WAIT_2 seems to disappear
after a while.

If anyone else knows a better fix please post it here.  :-)

-je

-- 
Jeremy Elson
jelson@server.cs.jhu.edu (Internet) / jelson@jhuvms (Bitnet)
From: blackman@acsu.buffalo.edu (Cancholech)
Newsgroups: rec.games.mud.diku
Subject: Re: Clients
Date: 26 Jul 92 22:30:30 GMT
Distribution: rec.games.mud.diku
Organization: Miskatonic University Graduate Program
  Affiliations: A.R.C.H.I.E. Laboratory
 Project: Raising R'yleh
 Where: Lost in Cyberspace
 Quote: Reality is the Product of Our Mutual Imaginations
 Philosophy: Life is just one Conception after Another.



I havent ever been in sloth, but I have done some major re-working 
of mymud for a couple of dikus. My version is now diku-specific, it
doesnt have any of the stuff for lp's or the other "yucky" muds. 
If you have something specific that you want mymud to do on sloth 
let me know. When i get the time I will see if I can get into Sloth 
and fix mymud to work for you.

					Cancholech

-- 
"I have all my wisdom teeth, two up top and two beneath,
Aye, to recognise my mouth says things that aren't so wise.."
rutgers!ub!blackman blackman@acsu.buffalo.edu
Newsgroups: rec.games.mud.diku
From: wraith@csd4.csd.uwm.edu (Robert Michael Gorichanaz)
Subject: Re: Re: ApocalypseII
Keywords: AARRRGGGGHHHHHHHH!!!!!
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Sat, 25 Jul 1992 00:45:07 GMT

when i attempt to login i get:

Sorry, we are temporarily not accepting connections.


I've been getting that all week!

wraith


Newsgroups: rec.games.mud.diku
From: twolf%asylum.cs.utah.edu@cs.utah.edu (Tom Wolf)
Subject: Cool Diku at 128.83.135.8 7900
Date: 24 Jul 92 16:52:31 MDT
Organization: University of Utah CS Dept


For those of you who like Diku's, but are bored with all the same old stuff,
try Sneezy. Some highlites:

	1) Lots of new areas with neat stuff (over 4400 rooms)

	2) Some of the old areas in new places with new twists

	3) No deathtraps, so you can explore

	4) Bonus exp when grouping

	5) Solo challenge areas with nice rewards

	6) Multi-classes and several races

	7) Monsters who will help each other, summon you if you attack & flee,
		breath, cast spells, ect...

	8) Relatively crash free.

	9) Great scan command. Try it and see what it does. And of course,
		some of the new standard commands such as split, attribute,
		and group talk.



Of course this is just scratching the service. But from playing, I believe
this mud and the Sequent muds are the leading edge of player support in
diku's.


Edone



Newsgroups: rec.games.mud.diku
From: wraith@csd4.csd.uwm.edu (Robert Michael Gorichanaz)
Subject: ApocalypseII
Keywords: AARRRGGGGHHHHHHHH!!!!!
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Fri, 24 Jul 1992 09:53:47 GMT

Does anyone know the status of this MUD? I haven't been able to log-in for
almost a week!!!!!!

wraith
 


Newsgroups: rec.games.mud.diku
From: wilbanks@ucsu.Colorado.EDU (Dylan Wilbanks)
Subject: test Diku out there somewhere?
Keywords: test diku
Organization: University of Colorado, Boulder
Date: Wed, 22 Jul 1992 21:05:06 GMT

I've been working on some areas and I'd like to know if there is 
somewhere out there where I can run it to clean out some bugs. 
If there's an address, PLEASE e-mail me. I'm running on both a 
DECstation and a Mac II, the DEC under xwindows.

Thanks!

-- 
Dylan Wilbanks, Classics major, AND NOW Environmental Conservation!
"Look! An X-man movie's coming out!"          |Currently at:
c.10 year old in a Tulsa movie theater,       |Box 1143
looking at a poster for _Malcolm X_           |Boulder, CO 80306
From: acaldwel@bigbird.cs.ohiou.edu (Adam C. Caldwell)
Newsgroups: rec.games.mud.diku
Subject: Re: **Hostname**
Date: 22 Jul 92 16:35:35 GMT
Organization: Ohio University CS Dept., Athens

If you are getting IP numbers for some things, but not others, its because
you don't have a nameserver at your site (or the sites that appear as IP
numbers are not in the /etc/hosts file).

In Diku I (Gamma 0.0), the above is the default.  Some people (myself included)
have taken and removed the calls that transform the IP number into a name
because in most cases, it is more useful... besides, the nameserver on the
site that I am working on doesn't have a name server, so most things were
appearing as IP numbers anyways...

The IP numbers are very useful if you want to add a Wizlock feature that
will selectively block ceartain sites or even whole domains....

Alcanzar the anti-Albanian
Newsgroups: rec.games.mud.diku
From: wraith@csd4.csd.uwm.edu (Robert Michael Gorichanaz)
Subject: Apocalypse II
Keywords: AARGH!
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Wed, 22 Jul 1992 02:47:32 GMT

Anyone know what happened to Apocalypse II???????? Its been down since
early Monday (7/20) morning.

-wraith 




















Newsgroups: rec.games.mud.diku
From: mwb2c@kelvin.seas.Virginia.EDU (Mark Wesley Brunkhart)
Subject: An even COOLER MUD!
Keywords: VERY COOL
Organization: University of Virginia
Date: Tue, 28 Jul 1992 18:07:57 GMT

      
    All you guys are telling us about what you think are cool muds....Soooooo..
  I have decided to tell you about Kit_Mud at 143.248.11.171 4000

it is very cool...there are many..ohhh..many 'o spells lots of strange and diverse
people (me ...strange....not ME!)  so try it out....Hell...i will help you out
if i see you on....just come up to me and say 'yo! Zeek! HELP!' or something
like that



   See You There!
    

  Zeek official ...hmmm...what was i again...oh yea...official mage of Omega!

   and/or
  Paithos the even stranger guy!


  *cackle*

 


Newsgroups: rec.games.mud.diku
From: hawks@seq.uncwil.edu (part-time criminal)
Subject: internet usage
Summary: internet usage
Keywords: internet usage
Organization: Univ. of North Carolina @ Wilmington
Date: Thu, 30 Jul 1992 17:21:59 GMT


Hi fellow mudders, 
  I wonder if anyone has any statistics on how much bandwidth actually playing
mud over the internet takes.  Does anyone have any comparison figures between
playing mud and actually downloading something using ftp?  How much do players
actually account for as traffic on the internet?  Is it substantial or nominal?
I am interested in hard figures if anybody has them.  Also anyone have any 
comparison figures on actual local system resources used while playing?  Are we
players using up valuable resources that could otherwise be better spent?  Are
we slowing the net down?  I keep getting harassed by anti-mudders and would like
to know if I am wrong to play?  Am I hurting someone else?  Or do they just want
to hurt me?  Please mail me any information you might have.  I can see potential
flames here, if I have said something bad please mail me ok?  Please do not
start a flame war I just need information to either help my case or for me to
see differently.  I see no harm in playing mud and would like information either
supporting me or information to help me see differently.

-- Dave (hawks@seq.uncwil.edu)
From: lpm@hal.gnu.ai.mit.edu (Lee P Miller)
Newsgroups: rec.games.mud.diku
Subject: Re: **Hostname**
Date: 23 Jul 92 20:37:35 GMT
Organization: MIT Laboratory for Computer Science

In article <BrsMuE.AC2@undergrad.math.waterloo.edu> mctang@lily13.waterloo.edu (mctang [241]) writes:
>    My source only show the hostname in number(example  Whoever[129.2.3.4] but
>how to I make it to show : Whoever[dd.cs.charm.uwhatever] ?
>
Sounds to me like you aren't using gethostbyname() which switches the address
from ip numbers to letter addresses

					-Lee
From: lpm@hal.gnu.ai.mit.edu (Lee P Miller)
Newsgroups: rec.games.mud.diku
Subject: Re: ApocalypseII
Keywords: AARRRGGGGHHHHHHHH!!!!!
Date: 24 Jul 92 15:27:35 GMT
Article-I.D.: mintaka.1992Jul24.152735.23119
Organization: /etc/organization

In article <1992Jul24.095347.22968@uwm.edu> wraith@csd4.csd.uwm.edu (Robert Michael Gorichanaz) writes:
>Does anyone know the status of this MUD? I haven't been able to log-in for
>almost a week!!!!!!
>
>wraith
> 

You're just trying when the net decides to act up apparently, I'm on it right
now and have been every weekday for the past month, there have been some minor
problems that caused minimal downtime but for the most part it has been the
net, please note when you get connection timed out or no route to host when you
try to connect there is no problem whatsoever with the machine you are trying
to connect to necessarily, it is the machinesa that do the routing between you
and them that are causing the problems, and odds are there is NOTHING anyone at
the site you are trying to connect to can do, and odds are if thay can do
something they are already trying.  The only circumstances where people on the
site you are trying to connect to can do ianything is when you get "Connection
refused" or "Foreign host rejected the open attempt" which means the socket
that runs the program on the port you are trying to connect to is down, and
many times that is because the game will crash or the system will reboot and
it'll be on the weekend and no one will be around until the beginning of the
week to put it back up.


							-Lee/Diamon
From: gt9398b@prism.gatech.EDU (Christopher R. Boggs)
Newsgroups: rec.games.mud.diku
Subject: Re: Re: ApocalypseII
Keywords: AARRRGGGGHHHHHHHH!!!!!
Date: 25 Jul 92 05:31:20 GMT
Organization: Georgia Institute of Technology

In article <1992Jul25.004507.12867@uwm.edu> wraith@csd4.csd.uwm.edu (Robert Michael Gorichanaz) writes:
>when i attempt to login i get:
>
>Sorry, we are temporarily not accepting connections.
>
>
>I've been getting that all week!
>
>wraith

    Hmmmmmmm......Let me make an educated guess here. If the mud is saying it
isnt accepting connections from your site, then you ARE reaching the Mud. I mean
something sent you that reply right? Now....If you connected to it and it then
kicked you out, I'd guess that your site has been banned. Now...If your site is
banned, I'd suggest you email the address shown in the login screen. (If you
never bothered to write it down, email me and I'll send you the address. I do
not have my address list on me.) Then you can ask if you have been banned or
not. But the mud is up.


-Chris


-- 
-----------------------------------------------------------------------------
         Christopher R. Boggs, InterNet at gt9398b@prism.gatech.edu 
-----------------------------------------------------------------------------
Newsgroups: rec.games.mud.diku