HDTenEightyP/NetNews huggingface dataset:
From: lwl@eniac.seas.upenn.edu (Lydia Leong)
Newsgroups: rec.games.mud.admin
Subject: Re: Guru help needed. (More details)
Date: 5 Nov 92 05:01:42 GMT
Organization: Evil Geniuses for a Better Tomorrow

In article <1d9hmdINNsj7@agate.berkeley.edu>
   alansz@cogsci.Berkeley.EDU (Alan Schwartz) says he wants:
>a MUSH-internal spell-checker that players can call, that will pipe the
>text of their object's attrib(s) to Unix 'spell' and notify them of
>unrecognized words.

>(2) Create a concurrently running program to handle spell-check requests
>    and have it communicate with the MUSH by UDP socketpair() or 
>    sigints

Why bother with UDP?  Since the thing is going to be on the same machine
anyway, you don't have to worry about network failures hanging your game,
which is the reason why RWHO and similar things use UDP.

SIGINTS:  augh.  That's my only comment.

Anyway, my opinion of @spell is that it's a feeping creaturism, or, at
best, something that ought to be done OUTSIDE the server. This is
especially true since Alan is talking about whacking it into MUSH, which
is *already* obscenely large. I'm going to quote Andrew Molitor's (without 
permission, sorry), since it sums up the problem with @spell pretty well:

---

Player X wants a GefreebleNotzMitBlinkenLights.

Whoever is currently working on the server MUST without one instant of
hesitation head over to the salvage yard to pick up a broken
GefreebleNotzMitBlinkenLights, a collection of big rusty nails, and
a large hammer.

Said whoever must then bash the GefreebleNotzMitBlinkenLights into the
server in as crude and buggy a way as possible.

Player X now writes 2 lines of MUSH code using, not the 
GefreebleNotzMitBlinkenLights, but the semantics of the particular way
THIS GefreebleNotzMitBlinkenLights is broken.

Now it's a Standard(tm), and can never be backed out, and must be
supported until WE ALL DIE.

---

UNIX 'spell' is slow. Hacking UNIX 'spell' into MUSH is ugly. Don't
do it; it's a Bad Thing(tm).

   -- Amberyl

-------------------------+----------------------------------------------------
Lydia Leong, CSE '94     | C code. C code run. Run code run... please!
lwl@eniac.seas.upenn.edu | Backup not found:  (A)bort  (R)etry  (P)anic
lwl@imsasun.imsa.edu     | "man reboot" (-n option): Avoids the sync(1). It
lwl@csa.bu.edu           | can be used if a disk or the processor is on fire.
-------------------------+----------------------------------------------------
Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: siteban() for DikuMUD
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 12 Nov 92 17:51:20 GMT

In article <mah.721553042@radon.sys.uea.ac.uk> mah@sys.uea.ac.uk (Mike Harrold) writes:
>jdb@crane.cis.ufl.edu (John Brothers) writes:
>   I'm not one for divulging code which took me hours to write, but I'll
>   give you a hint...

This is not intended as a flame of anyone, but I want to point out that Lars
sunk thousands of hours into creating LPMud in the first place, and if he had
adopted the attitude of not divulging his work, then we would not have any
LPMuds to play in the first place. People who write code are free to do with
it as they want, and if that means not divulging it then that's OK. But if
you've already written the code, and someone else can make good use of it,
then what do you have to lose by giving them a copy? Isn't it a little
selfish to say, "I have the best siteblocking code there is, but I'm not
going to share it, so that other MUDs won't be free of abusive players?"
As long as you do as Lars did, and stick a header on the code saying you
wrote it, you have nothing to lose, and actually you gain because more
wizards see your code.
Just my 0.02...

Mobydick@TMI
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.admin
Subject: FAQ is on it's way
From: rossw@ccu1.aukuni.ac.nz (Ross Williamson)
Date: Wed, 11 Nov 1992 19:03:26 GMT
Organization: University of Auckland, New Zealand.

	OK I have to say sorry to all the people out there that read r.g.m.a
about the lack of a FAQ.  Well now my final exams are over I will be 
getting right into it.  With any luck I am hoping for a beta-release
late next week.

	If anyone has anything that they think should be in the FAQ that
I may not have though of either

	a)  Email me directly
	b)  Post on the net :)


	Sorry about the delay on this 

Ross
+-----------------------------------+---------------------------+
| Name   : Ross Williamson          | Do you remember when sex  |
| E-Mail : rossw@ccu1.aukuni.ac.nz  |  was safe and skydiving   |
| Auckland University, New Zealand  |      was dangerous?       |
+-----------------------------------+---------------------------+
|   Of course these opinions are my own and thank !! for that   |
+---------------------------------------------------------------+


Newsgroups: rec.games.mud.admin,rec.games.mud,alt.mud.lp
From: wcollins@netcom.com (Walter J. Collins)
Subject: vi for lp
Keywords: sources wanted
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Mon, 9 Nov 1992 12:44:46 GMT


Hi there.

I'm running a very ambitious (although comparatively less so every day... :)
version 3 lpmud which we named Underdark long before those other COMPAT_MODE
folx absconded with it.  We are currently running the 3.1.1-DR parser (ALWAYS
in NATIVE_MODE... compat... eieiiiw! :P ) and using a decentralized (i.e. path-
oriented) player command setup.  We've been working on our mudlib since last
August -- yes, 1991 -- back at upenn.  The system we have now is pretty well
proprietary, although it's close enough to whatever "standard lpc" is to make
the transition easy.  Our version just makes more sense.  ;)

Anyway, I'm interested in patching vi into the parser as an alternative editor.
We already have a very nice version of ed, but it's still braindead.  It's ed.
I know that Shattered World (in au) has installed it, and I've heard tell of
other muds that have done the same.  We want vi, but I don't know where to
start.  Please don't post about how much bandwidth it's going to use.  I 
already know that part.  We're going to install it and see how things go.

On a parallel note, since the TAMU net has gone down, Raistlin hasn't been doing
too much with the -DR parser, and we're probably going to be switching over
to the new MudOS-0.9.0 when it comes out (hopefully soon!).  I would
consider other parsers, but I'd like to keep the changeover minimal.  We
use a lot of shadow objects and many complex security functions that we're
not willing to give up.

On a perpendicular note, I'm always looking for people (not necessarily 
experienced wizards!) with the drive and interest to join a family-type
atmosphere and learn a new system.  Programming experience can often be a
detriment when learning.  Preconceptions are not helpful.  If you're open-
minded and would like to see what we have going, drop me a line at my email
address below and I'll let you look around the mudlib.  We have a very open
policy regarding read-access, among other things.  I always hated dictatorial
mud admins. ;)  Every wizard on UD gets more privs than I've ever seen on
other muds.

Enough babbling!  Help out if you can, or just watch the thread if you're
interested. :)

Thanks in advance.

Walt (Cynic)
-- 
wcollins@netcom.netcom.com  < Walt Collins / Kristin Harvey >
1011 New Hope St., #12-C  |  Norristown, PA  19401  |  (215)277-2567
Newsgroups: rec.games.mud.admin
From: ckd@eff.org (Christopher Davis)
Subject: Re: siteban() for DikuMUD
Organization: Electronic Frontier Foundation Tech Central
Date: Sat, 7 Nov 1992 05:32:18 GMT

MSC> == MATTHEW S CROCKER <mcrocker@titan.ucc.umass.edu> 

 MSC> I looked in comm.c and saw where the new connection is created
 MSC> but I cannot for some reason get the connecting clients name

getpeername(), then gethostbyaddr().  If you're paranoid, take the
result of gethostbyaddr() and do a gethostbyname() to make sure the IP
numbers match and nobody's faking you out.

 MSC> I would like to be able to get the username@host.name.IP.number
 MSC> so we could ban one user of a whole system..

This only works if the system in question is running RFC931 or a similar
"identification protocol" server (ftp.lysator.liu.se:/pub/ident/*).

Some systems are, many more are not.  titan.ucc.umass.edu is not (at the
moment anyway).  The server needs to be installed by root.  See the
stuff on the Lysator ftp site for more details, or mail me.
--
Christopher K. Davis      | ``Usenet seems to run much like the Kif (or,
<ckd@eff.org>   EFF #14   |   for the TV generation, Klingon) high command.
System Administrator, EFF |   Whoever takes action and can be heard wins.''
+1 617 864 0665  [CKD1]   |   --Peter da Silva <peter@ferranti.com>
Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: siteban() for DikuMUD
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 12 Nov 92 17:45:59 GMT

In article <mah.721553042@radon.sys.uea.ac.uk> mah@sys.uea.ac.uk (Mike Harrold) writes:
>jdb@crane.cis.ufl.edu (John Brothers) writes:
>>In article <BxB05u.Ivy@nic.umass.edu> mcrocker@titan.ucc.umass.edu (MATTHEW S CROCKER) writes:
>>You can't. Not with IP  You can only get the address.  You can ban machines,
>>domains, or even .edu, .com or .gov, but you can't ban users with straight
>>IP.
>   Actually, this is very possible, I know cos I've just coded it on our
>   Diku.  It's not a particularly good way (so I've been told - but *I*
>   think it's quite clever, but then again I would!) but it does the job
>   anyway.

  Well, I'm not a C guru but I think I understand what you did, and what
Cynic has done, and it's not the same that that Mr. Crocker wants, although
it's close.
  Seems to me that what has been implemented and posted bans access from a
site to all except pre-existing characters, whereas what Mr. Crocker (and
many other people) would like to do is ban a specific userid from the specific
site.
  The problem with punishing players by erasing their characters is that they
can always recreate new ones. The problem with site blocking is that, while
it prevents abusive players from creating new characters, it also prevents
anyone else at the site from creating new characters. You can get around this
by allowing registration from that site, which is what Cynic has done. I think
this is the state-of-the-art technology on blocking abusive players...
  What people want to do is be able to block an entry based not on the name
of the character at the MUD, but on the userid of the remote connector.
Unfortunately, the IP protocol doesn't send the userid of the person requesting
the connection, only his site number. So, when you rm the character of Frito
Bugger which was being abused by foo@computer.land, if you now see someone
connecting from computer.land and creating Dildo Bugger, you don't know if
that's your old friend foo@computer.land and you should rm him, or if its
a new player who you should allow to connect. If you could get the userid you
could decide, but the protocol doesn't support that. Sigh.

  sorry to make this so long, but I wanted to make it clear, and that's the
price you pay.

Mobydick@TMI
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.admin
From: wcollins@netcom.com (Walter J. Collins)
Subject: Re: siteban() for DikuMUD
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Thu, 12 Nov 1992 15:24:57 GMT

I don't know how Diku's work, but here's what I implemented on my lpmud:

In the login object:
-------------------
/* this is in the sequence where the name is gotten: */
    if (!(MASTER_OB->player_exists(name))) {
        write("Is that really your name " + capitalize(name) + "? (y or n): ");
        input_to("choice");
        return;
    }

...

static void choice(string choice) {
    if (lower_case(choice) == "n") {
        write("Please re-enter your name: ");
        input_to("get_name");
        return;
    }
    if (lower_case(choice) == "y") {
	if (MASTER_OB->banished_site(query_ip_number(this_object()))) {
	    write("\n\nSorry, logins from your site have been restricted.\n\n" +
"Unfortunately for the majority, a minority of annoying players has forced\n"+
"us to restrict access from your IP address to those who already have\n"+
"characters active here.  If you would like to arrange to have a character,\n"+
"please write to wcollins@netcom.com and I'll be happy to start you\n"+
"immediately.\n\n");
	    cat("/data/news/NEWBIE");
	    write(
"\nSorry for the inconvenience -- UD hopes to see you soon!\n");
	    destruct(this_object());
	    return;
	}
	call_out("idle", 120);
        write("Please enter a password for your character: ");
        input_to("new_pass", 1);
        return;
    }

    (Then go on logging in the new character if not from a banished site)

--------
Then in my master object:
--------

status banished_site(string ipnum) {
    switch(ipnum) {
	case "130.91.4.1": return 1; /* no eniac newbies */
	case "192.100.81.102": return 0; /* temporarily ok'd netcom */
	default:
    }
    return 0;
}

-------
This system is very flexible, and I've not had problems with it.
When someone mails me to register a character, I just create a new
player file for them and they can login whenever they like from the
banished site.

This seems ultra-simple to me, but if there are any questions, I'd 
be happy to answer them.

Walt (Cynic@UD)

UD is UnderDark mud, the original one.  We're at eng3.sequent.com 3001,
and we're in development mode (since August 1991!).  We do a lot of
chatting. :)  If you want to look around some at what has been done,
or if you'd like to contribute as a wizard, drop by and mail me on the 
mud.  Just be prepared to have fun. :)  Oh, and please don't expect things
to be like any other mud you've ever been on... the inheritables are
different, and coding on UD is a whole new world.

PS - Bye. :)

-- 
wcollins@netcom.netcom.com  < Walt Collins / Kristin Harvey >
1011 New Hope St., #12-C  |  Norristown, PA  19401  |  (215)277-2567
Newsgroups: rec.games.mud,rec.games.mud.misc,rec.games.mud.tiny
From: gordon@meiko.com (Gordon Henderson)
Subject: A bonfire party on a new(ish) MUD!
Followup-To: rec.games.mud.misc
Organization: Meiko Scientific Corp.
Date: Thu, 5 Nov 1992 10:14:40 GMT

This is really aimed at UK Mudders, but other people who know about Guy
Fawkes may be interested ...

  For some time now, I have been working on a new MUD. It's based on the
  UberMUD server with a totally re-written universe rule set. (Honest!)
  The universe isn't complete yet, it's short of a few hundred rooms and
  a dozen or so quests, however ...

  Anyway - The system is more-or-less up and running - There are a
  handfull of friendly Wizards and a few mortals players so far. I wasn't
  planning on advertising it to the world quite yet, but I've created a
  few special effects, just for today, the 5th of November to try to
  raise a little interest in it.

  So, if you want to have a look at a different type of MUD and have a bit
  of fun at my bonfire party, come allong to The Land of Drogon, it's on

	192.131.108.55, port 6123.

Arch Wizard Irn-Bru, the Creator.
From: milt@esd.sgi.com (Milton Tinkoff)
Newsgroups: rec.games.int-fiction
Subject: Re: Need advice for Planetfall
Date: 5 Nov 92 18:26:32 GMT
	<1992Nov4.160505.22483@wheaton.wheaton.edu>
Reply-To: milt@sgi.com (Milt Tinkoff)
Organization: Silicon Graphics, Inc., Mountain View, CA

In article <1992Nov4.160505.22483@wheaton.wheaton.edu>, gmribeir@david.wheaton.edu (Glauber) writes:

Glauber> Spoilers ahead


Glauber> Thanks for all who responded. I can finish the game now.

Glauber> I solved all the problems except for the DEFENS KONTROL. So in the
Glauber> end i'm stuck in the planet. It doesn't seem to be solvable, tho.
Glauber> I know which fromitz board is fried, but there is nothing to put
Glauber> in its place, just another "cracked" fromitz board which doesn't
Glauber> work.

Glauber> The only other thing i can think of is the small doorway in the
Glauber> repair room (the one with th broken Achilles robot).  It's too
Glauber> small for me to pass through.

It's too small for you, but it might not be too small for someone else.

-milt
Newsgroups: rec.games.int-fiction
From: chuckg@meaddata.com (Chuck Greenwald)
Subject: Question about early Lucas Games 
Organization: Mead Data Central, Dayton OH
Date: Tue, 10 Nov 1992 22:42:05 GMT

LucasArts has issued a boxed set with Monkey Island I, Loom, Zack McKracken
Indiana Jones/Crusade, and Maniac Mansion.  It has the instruction books
and hint books for each of the five games -- my question is, what neat stuff
(if any) was in the original games that might be missing in the set.  For
example, I think Loom originally had a tape?
-- 
-------------------------------------------------------------------------
Chuck Greenwald                     |   chuckg@meaddata.com  
Mead Data Central                   |   (513) 865-1020
From: gmribeir@david.wheaton.edu (Glauber)
Newsgroups: rec.games.int-fiction
Subject: Re: Need advice for Planetfall
Date: 5 Nov 92 20:33:18 GMT
Article-I.D.: wheaton.1992Nov5.203318.21652
Organization: (n.) Body of persons united for a specific purpose.

Thanks, everybody. I can now solve all problems.

					G.


-- 
Glauber Ribeiro - Wheaton College, IL  (USA)
                  glauber@david.wheaton.edu
		  "Wheaton College: always at the biting edge of technology"
Newsgroups: rec.games.int-fiction,rec.arts.int-fiction
From: protonen@daimi.aau.dk (Lars J|dal)
Subject: TADS programmers, attention please!
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Wed, 11 Nov 92 08:39:37 GMT

Michael J. Roberts (the author of TADS - if you read this posting you
should know this already :-) ) would like to collect existing TADS games.
The idea is to set up a disk with TADS games which would make it easy
for us users to get a series of games.
IMHO this sounds like a great idea, but so far he has only got his
own games (Ditch Day Drifter and Deep Space Drifter) and the Unnkulian
Underworld series. These are fine games, but judging from the amount
of talk about TADS in these newsgroups there ought to exist more games.

So, if you have programmed a TADS game which you would like to let the
rest of us play (if not, why did you program it? :-) ) then please send
the source code to Mike Roberts at

73737.417@compuserve.com

(this is not me, so you can't just reply to this post). The source code
is necessary so the game can be compiled for all platforms (Atari, Mac,
PC), but your source code will NOT be distributed to others unless you
specifically allow this.

BTW, it would be nice also to post a message about the game here so we
can know it exists.

I'm waiting in excitement...

+--------------------------------------------------------------------------+
| Lars J|dal                  | Q: What's the difference between a quantum |
| email: protonen@daimi.aau.dk|    mechanic and an automechanic?           |
|                             | A: A quantum mechanic can get his car into |
| Aarhus University           |    the garage without opening the door.    |
| Denmark                     |                    -- David Kra            |
+--------------------------------------------------------------------------+

Newsgroups: rec.games.int-fiction
From: Russell L. Bryan <rbryan@Mail.trincoll.edu>
Subject: Re: Deep Space Drifter help wanted
X-Xxmessage-Id: <A723D869AA013165@downes1-101.dynamic.trincoll.edu>
X-Xxdate: Mon, 9 Nov 92 08:57:13 GMT
Organization: Starving Writers of America (sole member)
X-Useragent: Nuntius v1.1.1d12
Date: Mon, 9 Nov 1992 13:54:57 GMT

In article <1992Nov9.093735.21752@daimi.aau.dk> Lars J|dal,
protonen@daimi.aau.dk writes:
>Yes, but HOW do you get your hands on it? The Ditch Day Drifter source
>code comes along with TADS, but DSD is shareware (written by the authors
>of TADS) with no source code available for the public, to my knowledge. 

I requested the source when I sent in my shareware fee, and there it was
on the disk.  I want to point out that I do not KNOW whether MJR and the
others at High Energy make a habit of this, because I doubt that they do.
 I will be happy to share the source, however, with any registered users
of Deep Space Drifter.  If you haven't paid the Shareware fee, you're out
of luck.

-- Russ
From: gt4476a@prism.gatech.EDU (Michael David Alberghini)
Newsgroups: rec.games.int-fiction
Subject: History of Infocom error message
Date: 10 Nov 92 15:38:38 GMT
Organization: Georgia Institute of Technology


     The mail spooler here at my school overflowed a few times this week.
If you sent me mail in the last week and don't receive a reply by November
16 then I probably didn't receive it.  Please re-send any unanswered mail.
Thanks.


-- 
Mike Alberghini,       Georgia Institute of Technology, Atlanta, Ga, 30332
uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt4476a
Internet: gt4476a@prism.gatech.edu
             --All right!  No more mister nice pope!-- Cerebus--
Newsgroups: rec.games.int-fiction
From: cctr120@cantua.canterbury.ac.nz (Brendon Wyber)
Subject: TADS 2.0 Out yet?
Organization: University of Canterbury, Christchurch, New Zealand.
X-Newsreader: TIN [version 1.1 PL6]
Date: Fri, 13 Nov 1992 02:50:28 GMT

Howdy,

Does any one out there know how long it will be until TADS 2.0 is
out?

Be seeing you,

Brendon Wyber                     Computer Services Centre,
b.wyber@csc.canterbury.ac.nz      University of Canterbury, New Zealand.

"Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."
Newsgroups: rec.games.int-fiction