HDTenEightyP/NetNews huggingface dataset:
From: ngervae@next.com (Nik Gervae)
Newsgroups: rec.games.mud.lp
Subject: Re: Anyone out there know Mary Lou Retton?
Date: 11 Aug 92 01:17:03 GMT

In article <1992Aug10.042655.15072@DIALix.oz.au> meetch@DIALix.oz.au (Mitchell  
Brandsma) writes:
|In <4564@rosie.NeXT.COM> ngervae@next.com (Nik Gervae) writes:
|>In article <92213.155743JDA108@psuvm.psu.edu> JDA108@psuvm.psu.edu writes:
|>> In article <1992Jul31.025410.26446@wam.umd.edu>, some_guy@wam.umd.edu (X)  
|>says:
|>> >
|>> >She seems like a really neat person, and I hope
|>> >to someday meet her.  Does anyone know if she's
|>> >in school, married, anything?
|>> >
|>> >Michael.
|>> 
|>> Hmmm.... this alsop got posted to alt.supermodels.   Oh well...
|
|>rec.games.mud.lp
|
|>rec: recreation, amusement, pastimes
|>games: similar things
|>mud: as in -wrestling, perhaps? That's a sport, and seems like the some_guy
|>     might have been looking for some sport with mlr.
|>lp: oLymPic?  Haven't a clue on this last one....
|
|Bwahahahahahaha!  Read the FAQ (when we get one..)

I was speculating on why some_guy posted here. I know what this group
(and who Lars) is.

:-)

--
Nik Gervae
Software Publications, NeXT Computer, Inc.
ngervae@next.com
[[[[NXDisclaimer alloc] init] disclaim] free];
Newsgroups: rec.games.mud.lp
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Subject: Re: CFD: mandala
Keywords: LPC
Organization: Computer Science, Monash University, Australia
Date: Thu, 20 Aug 1992 06:36:19 GMT

amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:

>Fast iterative avl handling needs a parent pointer in each node.

Uhh, why would one bother to define a tree structure for which all
insert/delete/balance operations are localised if one wanted to have to
remember thread values for the entire tree?

Mmm.  More to this than meets the eye, I guess... :)

Mike.
--
Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au

"Head stompin', ass kickin', finger licking nastiness"
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: Darker Realms - The Mudlib
Date: 18 Aug 92 05:19:32 GMT
Organization: Point of Presence & MCS Hamburg

amylaar@opal.cs.tu-berlin.de (J"orn Rennecke) writes:

>>In article <1992Aug13.035858.26673@cs.tu-berlin.de> amylaar@opal.cs.tu-berlin.de (J"orn Rennecke) writes:
>>otherwise it is ftp-able from somewhere?

>mud.cs.tu-berlin.de , directory /pub/mud.

Sorry, that was a typo. Should have been ftp.cs.tu-berlin.de , which is an
  alias for quepasa.cs.tu-berlin.de .

The latest version there is /pub/mud/incoming/dr312h.zoo . The next version is
approaching, the done file has already more than 50 new lines :-) . Most of
these revolve about fixes of design problems that are as old as 3.0 , so I
have them better tested a bit.

	amylaar
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: CFD: mandala
Keywords: LPC
Date: 18 Aug 92 19:22:27 GMT
Organization: =CSE Dept., U.C. San Diego

>Have you ever experienced death by recursion?
>I would be very concerned about that potential here
>unless I knew that it was impossible to go more than
>a couple levels deep here.

A *couple* levels?  Talk about paranoia...  The original poster
said this could be used for an AVL tree, so we don't have to
worry about infinite recursion.  I've only had death-by-recursion
as you call it when there were bugs.  (In LPC, you will get a
too-deep-recursion error, and the system will continue on.)
In that case, a looping construct would have been death also.
Recursion is often easier to debug and easier to understand
than a lot of the stuff I've seen by recursion-phobic people.
(I'm not saying recursion is for everything, but for this example
it's very nice)

Are my postings getting out?  I posted my recursive method yesterday,
and no flames, but the next version gets some.  (maybe because it
has the error of mandala() calling *both* ying() and yang()?)
-- 
Darin Johnson
djohnson@ucsd.edu
    "I wonder what's taking Guybrush so long..."
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: A different flame - guilds & newbies
Date: 21 Aug 92 02:28:08 GMT


I don't know why exactly, but I have seen quite a few newbies who log
in, create a character, ask if there are any guilds, and finding out
that there aren't (or not the same as they're used to) they quit never
to return.

Ok, so we don't have anything called "guilds", but does this mean
suddenly the mud isn't even worth looking at?  And why not log in
as guest to find out instead of creating a new character?  (reminds
me of the player that quit after finding out there was no finger command)
I've never seen any two muds with a guild system that was the same,
so why is it that guilds are so important to some players?
-- 
Darin Johnson
djohnson@ucsd.edu
    Where am I?  In the village...  What do you want?  Information...
Newsgroups: rec.games.mud.lp
From: duening@ibr.cs.tu-bs.de (Lars Duening)
Subject: Short note about umlaute (was: Re: Darker Realms - The Mudlib)
Reply-To: duening@ibr.cs.tu-bs.de (Lars Duening)
Organization: TU Braunschweig, Informatik (Bueltenweg), Germany
Date: Thu, 20 Aug 1992 15:14:50 GMT

Article <37034@sdcc12.ucsd.edu>; djohnson@cs.ucsd.edu (Darin Johnson) wrote:

>>>   P.S.: Deutschland is spelled with 'sch' and ueber with 'ue'.

>Well, when I studied German - before computer networks and stuff - it
>was commonly spelled uber if you couldn't get an umlaut.  Apparently,
>the proliferation of computers has introduced different conventions?

Well, 'ue' is the 'official' german notation for the umlaut-u where the latter
is needed but not available.  The same applies to umlaut-a and umlaut-o
('ae', 'oe'), and similar to the sharp-s (written as 'ss').
However, this notation is a bit unpopular among computer folks since it can't
be reconverted automatically - words as 'Billardqueue' would be screwed up.
But IMHO it's still the most readable notation for a native german.
...'nuff said.
--
Lars Duening; Am Wendenwehr 25  | EMail: duening@eis.cs.tu-bs.de
D-W3300 Braunschweig; Germany   |  Voice +49-351-345693
From: trsnyder@mcs.Drexel.edu (Bob Snyder)
Newsgroups: rec.games.mud.lp
Subject: Re: Looking for LPMUD for SYSV R4
Date: 19 Aug 92 04:04:15 GMT
Organization: GE Aerospace, Advanced Technology Labs, Moorestown, NJ

>>>>> In article <1992Aug18.201031.18997@clark.edu>, miked@clark.edu
>>>>> (Mike Dunham) writes:

Mike> I am currently trying to put together an lpmud for a unix system
Mike> that is running System 5 Release 4.0

As in, a real AT&T UNIX(tm) machine?  SVR4 isn't saying much, as that is the
standard that a lot of Unix manufactures are heading towards.

Mike> Needless to say I am having a real hard time getting thE source
Mike> for the 3.1.2 driver compiled.

What problems are you having?  Which driver?  Lars'?  DR?  CD?  "MudOS"?

I would suspect that if it isn't compilable under System V Release 4, then
there will be a number of patches out, especially when SunOS 5.0/Solaris 2.x
starts being used.

Fordan, god, Dragon's Den LPmud (129.25.7.111 2222, 3.1.2 non-compat)
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: A relatively old mud...
Date: 18 Aug 92 18:26:54 GMT
Organization: =CSE Dept., U.C. San Diego

>>Another idiot who didn't mention the type of the mud. He also forgot
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^     

>Considering the article is posted to rec.games.mud.lp, should give any idiot

Well, I used to be of the opinion that smileys were pointless, since
facetiousness, sarcasm, and other of the higher verbal arts would be
instantly apparent to anyone bright enough to figure out how to use
a newsreader.  Thanks for the reminder that this isn't true.
-- 
Darin Johnson
djohnson@ucsd.edu
  - Brought to you by the 'Elvis in 92' committee.
From: chena@crs.cl.msu.edu (Antony Chen)
Newsgroups: rec.games.mud.lp
Subject: Re: **** TOP 10 LPMUDs ****
Date: 22 Aug 92 06:43:14 GMT
Organization: Michigan State University

Petri.Virkkula@hut.fi (Petri Virkkula) writes:

>	IMHO MudOS was made public too early, it just made confusion.
>	It would have been fine if they have made their 
>	bugfixes/enchantments public as diffs against the Lars
>	version.

>	Currently it doesn't matter as there are so many other
>	versions and most LpMUD admins have already hacked their
>	drivers.

>	Even though they can talk MudOS as another version of LpMUD
>	why they had to make totally different name? A postfix to
>	LpMUD would have been enough.

I have to agree with your point on confusion.  When I first signed on to
TMI, I had no idea what they meant by MudOS.  It took me a couple days to
figure out that they meant that it was a modified version of LPmud.  I'm
not sure why they assigned it a different name, but why not?  If you take
a look at their numbering system though, it might be easier to understand.
They haven't even gotten to 1.0.0 which means that their releases are not
the goal of the first REAL version.  Therefore, they could call it a MUSE
for all it matters.  Since Lars isn't churning out driver mods anymore,
I personally feel that MudOS is the best way to go.  Their driver compiles
on many platforms including SunOS, DomainOS, NeXT's, RS/6k's, and even
Ultrix machines!!  Also, their new versions include many new functions and
they've modified a lot of the old functions to be more forgiving and
flexible.  In the most recent beta versions, they've totally rewritten the
main core files for efficiency and other reasons.  It's pretty much a
new driver which stemmed from a "hack" of Lars'.  Call it what you want.
I call it wonderful...just makes mud-building that much more accessible to
the world. 
Newsgroups: rec.games.mud.lp
From: darius@starbird.WPI.EDU (Christopher J Scanlon)
Subject: Re: Genesis Debate
Summary: By the Gods look what I started...
Keywords: More Genesis opinions :)
Organization: Worcester Polytechnic Institute
Date: Tue, 18 Aug 1992 01:13:26 GMT

In article <1992Aug17.113249.8144@usenet.ins.cwru.edu> ak853@cleveland.Freenet.Edu (Eric Blade) writes:
>
>  Genesis is simply way too complicated.  As a new player, it took men
>nearly an hour just to get my character to the starting room.
Yep, I had the same problem... took me a little bit shorter and that only
because I was a wizard for about 3 days on a mud which used a Genesis MudLib.
Even then I was about to hack the shreds out of that opening system so it
was easier for players to create a character.  The first time I tried playing
Genesis before I logged on to the other mud, I quit before I completed my 
character.
 
>	It's a little bit farther gone than just simply role playing.
I agree with you there completely.  And a _bit_ is in my humble opinion
an understatement.

>If I were to be role-playing on a mud, I would remember who someone was.
>I would NOT leave it up to another person to decide what they look like,
>or anything.
Well, I disagree with you and agree with you.  I agree if I meet someone
on a mud, I should KNOW who they are.  Then again, for the social value,
i want to know who people are.  As I said, I don't go onto a mud to just
destroy monsters, do quests, and then code.  If the people on a MUD are
interesting, it makes me want to stay (Take Aegolous Acadicus for example,
nothing truly _special_ about the mud except for when I finally became
immortal [Damn the Archs and Gods there are GOOD] but the people made
me want to come back)

>	The description system on Genesis, although well-designed, and
>very extensive, is wholly useless.  An hour for one single character
>generation?
Here's where my disagreeing comes in.  I like the idea of people describing
how you are, and that's why writing a little "describe" function is so nice.
But you're right, the time taken to create the character... ow.

>	Then another 3 hours spent trying to figure out how to ask
>someone for help, and being unable to?
Yep, shout in all other muds, commune in this one.  Strange, because shout 
_works_, while just in adjacent rooms.  Why should we think it's any 
different?

>	Actually found a monster, in the 'city' there. It killed me
>before I had any idea what it was.
I got lucky, I killed a rat :)

>	
>	Have you guys ever heard of a neat thing called simplicity?
>	All Genesis stands for anymore is a mass of confusion.  It has
>no right to be called an LP-Mud, for the only thing even close to
>similar to Lars Pensj's LP-Mud is that it is programmble.
>
Agreed there, I'd rather code elsewhere after seeing it from a wizard's
standpoint.

Christopher Scanlon : darius@wpi.wpi.edu : Darius @ Aegolous Acadicus
Daroki @ Valhalla, Paradox, Ancient Anguish, PhoenixMUD, and Demon World


Newsgroups: rec.games.mud.lp
From: games@vaxa.strath.ac.uk
Subject: Re: WIZARDS WANTED
Followup-To: rec.games.mud.lp
Organization: Strathclyde University VAX Cluster
Date: Thu, 20 Aug 1992 09:45:43 GMT



In article <1992Aug19.143015@shovel.Prime.COM>, tim@shovel.Prime.COM (Tim Cantin) writes:
> So much for that mud. I get this after typing name and passwd (even as Guest):
> 
> Error in loading object
> program: secure/login.c, object: secure/login#255 line 303
> 
> Please let us know when this is fixed. :)
> -T
> 

Ok Ok! Enough of the flames....I've had enough of them to my mailbox.

The problem is fixed.....one of our Wizards accidently nomasked one of the
functions which screwed the game - this wasnt noticed until just as I was
going home last night - so the bug remained in place for a few hours, until
another Wiz came in.

Bill.
-------------------------------------------------------------------------------
games@strath.ac.uk	or	games@ccsun.strath.ac.uk
No not Bil, it's one l of a difference!

Newsgroups: rec.games.mud.lp
From: M. Nutter <manutter@grove.iup.edu>
Subject: Help setting up MacMud
Organization: iup
X-Xxdate: Fri, 14 Aug 92 13:41:32 GMT
X-Useragent: Nuntius v1.1.1d7
Date: Fri, 14 Aug 1992 12:39:47 GMT
X-Posted-From: mozart.cc.iup.edu
X-Posted-Through: sol.ctr.columbia.edu

I got MacMud and a mudlib (at least I think I've gotten a mudlib).  How
do I
find out how to set it up?  Whenever I try to run the driver, it complains
that it can't find obj/simul.efun.c, even though I found this file and
moved
it into the obj folder.  Can anyone help me out please?

+------------------------------------+
| Mark Nutter                        |
| manutter@grove.iup.edu             |
+------------------------------------+
| Apple Support Manager              |
| Indiana University of Pennsylvania |
| G-4 Stright, Indiana, PA 15705     |
+------------------------------------+
| Bonus question:  Which of these    |
|   two statements is correct?       |
|     A) Statement "B" is false.     |
|     B) Statement "A" is true.      |
+------------------------------------+
Newsgroups: rec.games.mud.lp
From: m1d4783@tamsun.tamu.edu (michael denison)
Subject: Re: A different flame - guilds & newbies
Organization: Texas A&M University, College Station
Date: Fri, 21 Aug 1992 10:22:03 GMT

In article <37089@sdcc12.ucsd.edu> djohnson@cs.ucsd.edu (Darin Johnson) writes:

>I don't know why exactly, but I have seen quite a few newbies who log
>in, create a character, ask if there are any guilds, and finding out
>that there aren't (or not the same as they're used to) they quit never
>to return.

This reminds me a lot of the hoards of players who log in and then never
play again because we don't have a quicktyper waiting for them west of the
church. (We have something much nicer, but this really isn't the point.)
It also brings back vague memories of people logging in, discovering that
there is no "class" system, and then quitting, never to return. Not to
mention the hundreds of folk who have quit because newbies did not start
the game with useless newbie armor, because there were too many quests, or
because they have just finished shouting about "A GREAT NEW MUD!!!" which
inevitably disappears in two or three weeks anyway.

>Ok, so we don't have anything called "guilds", but does this mean
>suddenly the mud isn't even worth looking at?  And why not log in
>as guest to find out instead of creating a new character?  (reminds

Perhaps people do not realize that it is a pain to purge off thousands of
utter novices every couple of weeks.

But back to your original point -- Like you, I have been a wizard since the
early days of LPmud. What I seem to enjoy building (and playing in) are
areas which are just a step or two short from being novellically (yes, I made
up that word myself) prosed. When I find a mud, I like perusing around as
guest looking for nearby castles to involve myself in -- areas which strike
me more as a lovely tale waiting to be played out than a 2-lines-per-room-
village-of-hack-and-slash. Unfortunately, such ares don't seem to be being
built anymore.

However, there are a few, and this is what interests me to create a player
to play with. It seems to me that most LPmud players are more interested in
finding which guild or class will give them absurd advantages over the many
mindless monsters they wish to blindly bash for hours on end. If they find
a mud which fails to offer them such an extreme edge, they quit, never to
return again.

Perhaps I should be no one to criticize -- I just enjoy a different sort of
game than many other players want to build or play. But it makes me wonder
if there are other people out there who would rather be *just another player*
in a role-playing game with a great atmosphere than a mindless brute with
stupidly strong firepower and no other goal than killing X monsters without
healing.

>Darin Johnson

-- 
michael d. denison                             m1d4783@tamsun.tamu.edu
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: **** TOP 10 LPMUDs ****
Date: 23 Aug 92 00:44:09 GMT
Organization: Point of Presence & MCS Hamburg

chena@crs.cl.msu.edu (Antony Chen) writes:

...
>I personally feel that MudOS is the best way to go.  Their driver compiles
...

IMHO the point that you can't start out with vanilla 2.4.5 and then modify
the mudlib the way you want to go indicates the failure of MudOS to be really
flexible. While it is a good thing to get these #define COMPAT_MODE out
of the driver, it shouldn't remove neither the ability to run 2.4.5 code
nor the ability to run 'native' mode code, but rather introduce more general
concepts that can carry you even farther.

	Amylaar
Newsgroups: rec.games.mud.lp
From: cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee)
Subject: Re: CFD: mandala
Keywords: LPC
Organization: University of California, at Berkeley
Date: Tue, 18 Aug 1992 19:09:51 GMT

In article <1992Aug18.180032.13115@terminator.cc.umich.edu> lpmud@merit.edu (LPmud (the game)) writes:
>
>Have you ever experienced death by recursion?
>I would be very concerned about that potential here
>unless I knew that it was impossible to go more than
>a couple levels deep here.

Ah, right.  Let me revise a little by adding an argument indicating 
current level of recursion as well as a depth cutoff.

/***************************************************************************/

#define	DEPTH_CUTOFF	10

ying(int level)
{
    if (level > DEPTH_CUTOFF)	return;
    ...
}

yang(int level)
{
    if (level > DEPTH_CUTOFF)	return;
    ...
}

mandala()
{
    ying(0);
    yang(0);
}

/***************************************************************************/

Thanks for point it out.

>Also, be concerned about how well this scales. If this
>will be a common object with many incarnations, it could
>bring a system to its knees.

Hm, this is LPC specific so I can not say.  But in general recursive
functions are meant for clarify -- which I assume is what the original
poster is looking for -- definitely not for efficiency.  

>Use a finite-state machine instead.
>
> [fine finite machine]



- Piergeiron
From: xt@math.chalmers.se (Carl Hallen)
Newsgroups: rec.games.mud.lp
Subject: Re: Genesis Debate
Date: 18 Aug 92 16:45:00 GMT
	<1992Aug17.113249.8144@usenet.ins.cwru.edu> <Bt5nEF.Bx0@wpi.WPI.EDU>
	<1992Aug18.094456.10370@uniwa.uwa.edu.au>
Organization: Mathematics Department, Chalmers University of Technology, Sweden
In-reply-to: guddt@uniwa.uwa.edu.au's message of 18 Aug 92 09:44:56 GMT


In article <1992Aug18.094456.10370@uniwa.uwa.edu.au> guddt@uniwa.uwa.edu.au (David Bennett) writes:

   >>	The description system on Genesis, although well-designed, and
   >>very extensive, is wholly useless.  An hour for one single character
   >>generation?
   >Here's where my disagreeing comes in.  I like the idea of people describing
   >how you are, and that's why writing a little "describe" function is so nice.
   >But you're right, the time taken to create the character... ow.
   I wouldnt say wholy useless.  I quite liked the description system, I
   didnt however like takeing seven hours to create my chararacter.

To not appreciate the character generation system on Genesis is perfectly
fine with me. What I hate about this discussion is that most of those who
write on the net about how terrible Genesis is, haven't bothered to tell
the staff at Genesis what they feel is wrong. How do you expect us to make
things that players enjoy if they don't tell us what they think about our
creations? I sometimes chat with players that just created their character,
and most of them claim to enjoy it. That's why we haven't seen any reason
to change it.

  Carl Hallen (Keeper of Genesis)
From: mistry@splinter.coe.northeastern.edu (The Destroyer)
Newsgroups: rec.games.mud.lp
Subject: LPmud DOCUMENTATION....
Date: 20 Aug 92 05:30:55 GMT
Distribution: rec
Organization: College of Engineering, Northeastern University

Hello everyone out there in net land... 

ok.. I have put myself out on a project to compile the GREATEST LPC,
coder's reference manual in exestance.... im going to have everythihg
in it... for newbies, for advanced, for coding geniuses... (please
pardon my spelling..).

The idea came to me today while flipping through a document that one
of my firends got in september of 91.. (esh).. it was a good intro to
the lpc world of coding.. then i was looking through my turbo c++
library reference manual for Turbo C++ and i said.. hmmmmmmmmmmmmmmm
wouldnt it be GREAT if we had something like this for LPC..... :) well
saying that there arent that many function and stuff... but it would
be neat...

one document that contains EVERYTHGIN.... the function name... what it
returns what it expects to return... an example, or 2, or 3, umm a
GOOD description.. maby some tips etc...

also it will have an intro to LPC (for the newbies), plus also having
many advanced tips... it may take a while to compile.. depending on
how much work i can get done... and how many people are willing to
help me... :)

so.. if anyone out there HAS ANY!!!!!! documentation on LPMUD ...
except for the efun and lfun which i can get... ie... 
there was a manual (the one from sept, 91 that was a great newbie
programming tool, by :yakker@ucrmath.ucr.edu (matt robinson)) it was
prety thourougly done.... good desciptions and step by step
walktrhough of easy to hard stuff..... he also had well documented
code.. :)

ok.. PLEASE!!! email me anything...at this addresse..
mistry@splinter.coe.northeastern.edu or
mistry@meceng.coe.northeastern.edu  

or you can just post the sucker.. but it would be more helpful to
me... if you email it to me.. but whatever you want!!... also.. any
suggestions please feel free.. and if you would like to volenteer any
thing i would be most apreciative.... thanx... 

--
N   N IIIII CCCCC K  K     M   M IIIII SSSSS TTTTT RRRRR Y   Y
NN  N   I   C     K K      MM MM   I   S       T   R   R Y   Y
N N N   I   C     KK       M M M   I   SSSSS   T   RRRRR  YYY
N  NN   I   C     K K      M   M   I       S   T   R  R    Y
N   N IIIII CCCCC K  K     M   M IIIII SSSSS   T   R   R   Y

	EMAIL: mistry@splinter.coe.northeastern.edu
Newsgroups: rec.games.mud