HDTenEightyP/NetNews huggingface dataset:
From: uekleinf@mcs.Drexel.edu (Erik Kleinfelder)
Newsgroups: rec.games.mud.lp
Subject: Re: How to code this?
Date: 28 Jul 92 03:09:42 GMT
	<1992Jul26.101652.3448@mcshh.Hanse.DE>
Organization: Drexel University

Joern> navarrer@bionette.CGRB.ORST.EDU (Roy Navarre) writes:

>Can someone suggest the best way to make a room and monster so that help
>will be summoned if more than X players attack the monster? Ie if 5 players
>are beating on a poor little monster how to summon help?

>I suspect this should be fairly simple, but I am having trouble with it
>nevertheless *grin*

>Thanks!

>Roy

Check the way the attackers is defined in living.c(2.4.5) or attack.c(3.x).
Using our mudlib(3.x) we have them in array.  A simple function that can
be added by the admins of your mud would be :

object *query_num_attackers() {
    return sizeof(attackers);
}

in 2.4.5 there are a few ways.  "catch_tell()" to see how many different names
are attacking you (tedious at best and would be a bit rough to code).
Redefine "kill()" in your monster so that everytime someone types kill
so-and-so you increment a number.  Remember to return 0 from your kill so it
accesses the real kill after yours and to call "monster::init()" after you
define the add_action in your monster.  There might be a few other ways, but
kill would probably be the easiest.

Erik (Gunther God@Dragon's Den -- 129.25.7.111 2222)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunther GOD@Dragons_Den          |  Erik Kleinfelder uekleinf@mcs.drexel.edu 
God of Destruction               |  Undergraduate Computer Science
(Record : 43 Crashes in 2 mins)  |  Drexel University
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"A truly wise man never plays leapfrog with a unicorn."
"Nothing cures insomnia like the realization that it's time to get up."
"It's not a BUG, it's a FEATURE"
                    -All Unknown
Newsgroups: rec.games.mud.lp
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Subject: Re: clones vs. non-clones
Organization: Computer Science, Monash University, Australia
Date: Thu, 23 Jul 1992 05:39:40 GMT

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

>It's quite easy to crash an LPmud by creating a file with a name ending
>with a hashmark('#') and a number soon to be used for cloning, load this
>file, and clone a file with the former name stripped off the hashmark and
>the number till you get a clone with the same name as the loaded file.
>The point now is: what should be done in order to prevent the fatal() in
>enter_object_hash() ?

>a) use another number for cloning? this will probably slow cloning down a bit.

in make_new_name, replace the sprintf/increment pair with:


    do {
         (void) sprintf(p, "%s#%d", str, i);
		    i++;
       } while (find_object2(p));

Find_object2 simply examines the hash table... it would be extroadinarily
difficult to hang a mud for more than a fraction of a second if it were
using this code.

NB: Thanks for the bugreport!

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

"Head stompin', ass kickin', finger licking nastiness"
Newsgroups: rec.games.mud.lp
From: alcaman@opal.cs.tu-berlin.de (Alexander Weidt)
Subject: Re: NEW MONSTER PROBLEM
Organization: Techn. University of Berlin, Germany
Date: Tue, 28 Jul 1992 23:51:53 GMT

<K111114@ALIJKU11.BITNET> writes:
>hi.
>usually u have a room where u create the monster. why not code a routine
>in the following room.
>
>int num_died;         /* this is global */
>
>reset(arg) {
>  if(!arg) { num_died=1; }              /* yep */
>
>[..lotsa stuff...]
>  create_my_monster(num);
>}
>
>create_my_monster(i) {
>  ob->clone_object("obj/monster");
>  ob->set_hp(100+i*10);                   /* adjust this to whatever u like */
>  ob->set_ac(4+i);
>  ob->set_wc(10+2*i);
> ... etc ...
> set_dead_object(this_object());
> move_object(ob,this_object());
>}
>
>the last line tells the monster that when it dies, a routine called
>"second_life" has to be called in "this_object" (the room).
>you continue with your code:
>
>second_life() {
>
>  if (++num==NOT_AGAIN_NOW_PLEASE) {
>     tell_room(this_object(),"Finally the evil bastard is dead, yuck!!\n");
>     return;
>  }
>  create_my_monster(++num);  /* ... here it comes again */
>
>}
>
>well ... that's all so far.
>still it is not all what has to be said about this:
>did you know that _everytime_ the monster dies, a corpse will be created?
>hee hee ... looks funny ! to change this, patch in living.c and dont clone
>a corpse when dead_ob is defined. ups, no that's not good, what when 2nd_life
>let's him die ? have 2nd_life returned 0 or 1 for live or die and patch
>living according to this return values.
>bye, herp.

  Jeesh Herp, I have no idea why you are going to such great lengths to do
this.  Why not just redefine hit_player () in your cute little monster (evil
bastard :)  Catch the situation when the lifeform should have turned into a
deadform and reset the hp, ac and wc as necessary.  This has the added bonus
that the monster object stays the same, and any references kept to it will
not be left dangling etc..

  Also, you should be wary of using efun::move_object() to move things around
the place, since many things could be upset by not being given a chance to
notice the object's disapearance... (an inherent problem in the 2.4.5 driver)

(Please forgive me for quoting the entire article, just wanted to make a
 point of the fact that the solution presented did seem a touch long winded ;)

Happy hacking, Demos
--
Use the Force, read the source.
From: mes@rhi.hi.is (Magnus Eirikur Sigurdsson)
Newsgroups: rec.games.mud.lp
Subject: Re: LPMuds that run on Macs?
Date: 30 Jul 92 23:09:46 GMT

In <FETZER.92Jul28003314@sdphu1.ucsd.edu> fetzer@sdphu1.ucsd.edu (Michael E Fetzer) writes:

>Simple... any of them out there? And if so, where do I find one.

>Mike

There is a 3.0.52 version available by anonymous FTP from complex.is
Directory is mud_incoming and the filename is MacMudBin.sit.hqx

As far as I know this file will give you two drivers (I may be wrong)
one running in compat mode and the other in native.
As for setting up the thing I seem to recall that the only thing you
had to do was to specify a directory for the mudlib.

Anyway if you have problems you can try to log on to Nameless mud
(complex.is 2000) and mail or talk to Skelmir (he wrote the thing)
or Sidar.

My advice is: Buy an Amiga and use the driver available from chalmers :)

---Grarl---
Newsgroups: rec.games.mud.lp
From: dali@hardy.u.washington.edu (Lance J. Jensen)
Subject: Re: Lag
Organization: University of Washington, Seattle
Date: Wed, 22 Jul 1992 23:47:25 GMT

In article <1992Jul22.223352.5993@unixg.ubc.ca> besler@geop.ubc.ca writes:
>
>	What causes "net lag" ?  Is it really just that it is "far away" on
>the net?  Or is it just that the mud is slow?  Will a mud seem to be
>way faster to people who make a more direct connection to the mud?
>
>	What's the scoop?
>
>Steven Besler  


	Net lag is generally caused by use of the net. The more users there
are telnetting around, the more lag you get. Lag is usually not caused by a
mud but is an effect of the entire Internet. I don't have the stats on how many
people use internet on a daily basis, but I would assume that it's higher than
I would care to count. :)

>>-Poe-> Chris.
From: jnoll@huey.NMSU.Edu (Noll)
Newsgroups: rec.games.mud.lp
Subject: Converting  from compat to native.
Date: 29 Jul 92 17:34:59 GMT
Organization: New Mexico State University


	Hi all, once again, the title pretty much says it all. I'm thinking of
converting a mud that I'm working on over to native mode but arent quite sure
exactly what that will mean as far as extra work in modifying the files. I know
about the create() chage and the move_object change, but after that I'm not  
sure what else would have to be worked on. Are there any other things that
would have to be redone? I'm assuming there are so I'd like to get a decent
idea on how much work this will be before i start.  Also, anyone out there
have some neat script file or LPC files that will go through and do some of the
changes that have to be done, like converting all the resets to creates and
adding a seteuid to all the files.  If so, if you could get in touch with me
it'd be much appreciated.  Thanks for your time.

	Angus Young.
		jnoll@NMSU.Edu   angus@acca.nmsu.edu
From: uekleinf@mcs.Drexel.edu (Erik Kleinfelder)
Newsgroups: rec.games.mud.lp
Subject: Re: RANDOM MOVING and CHASING
Date: 22 Jul 92 15:25:51 GMT
Organization: Drexel University

>>>>> On 22 Jul 92 07:04:57 GMT, cmj1@jaguar.uofs.edu said:
cmj1> Nntp-Posting-Host: jaguar.ucs.uofs.edu

cmj1> I have most of 1 done and none of 2.
cmj1> I am hoping to receive code showing me how :) (PLEASE PLEASE PLEASE)
cmj1> I'll put what I have for random moving below.  I have nothing for follow.
cmj1> The big problem with random_move is, my monster does it only ONCE!
cmj1> Thanks for all help

cmj1> ::reset (arg);
cmj1> call_out("random_move", 7);
cmj1> ...
cmj1> ...
cmj1> random_move() {
cmj1> 	int n;
cmj1> call_out("random_move",7);
cmj1> 	n=random(4);
cmj1> if (n == 0)
cmj1> 	command("west");
cmj1> ...
cmj1> ...
cmj1> if (n == 3)
cmj1> 	command ("north");
cmj1> }

    Ok, first off try something like this...

heart_beat() {
    ...
    if (random(5) = 0) random_move();
    ...
}

     In actuality there are better ways.  On Dragon's Den we have a function
in the inherited room.c which all allow anyone to query all the exits.  This
is what our randomly moving monsters do, then we randomly pick an exit.  This
will allow monsters to use exits like up, down, shop, etc.  Basically a monster
can go anywhere it wants.
     The easiest way to follow a player is to use catch_tell() and move the
monster the same direction the player went.  If the player if fast enough,
though, the player will get away.

Hope this helps a little.

Erik (Gunther God@Dragon's Den -- 129.25.7.111 2222)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunther GOD@Dragons_Den          |  Erik Kleinfelder uekleinf@mcs.drexel.edu 
God of Destruction               |  Undergraduate Computer Science
(Record : 43 Crashes in 2 mins)  |  Drexel University
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"A truly wise man never plays leapfrog with a unicorn."
"Nothing cures insomnia like the realization that it's time to get up."
"It's not a BUG, it's a FEATURE"
                    -All Unknown
From: uekleinf@mcs.Drexel.edu (Erik Kleinfelder)
Newsgroups: rec.games.mud.lp
Subject: 3.1.2 --> sort_array()
Date: 28 Jul 92 02:59:49 GMT
Organization: Drexel University


     Ok, for all LPC buffs out there I have a very good question...

It seems that "sort_array(*arr, func, obj)" is causing some serious problems.
For some reason when I use it to sort the users() array it tries to free up
one of the players with "free_svalue".  This is actually called if ob->func
does not return a number.  My simple dilema here is that I am returning a
number from ob->func and for some reason "free_svalue" is still being called
on a player.  Below is the code in one of the objects that will cause this
problem.  (Incedentally, this will crash the mud, the error is provided)

....

int lev_sort(object player1, object player2) {
    if (!player1 || !player2) return 0;
    if (player1->query_level() < player2->query_level()) return 0;
    return 1;
}

.......

    list = sort_array(users(), "lev_sort", this_object());

.......

ERROR in lpmud.log :

FATAL: Object 0x1a8edc obj/player#41 ref count 0, but not destructed (from
free_svalue).

Now to my understanding this should return a completely sorted array from
lowest level to highest level.  Please, if this is the wrong way to use this
function, post the right way. (Actually I am still hoping Lars reads this
Newsgroup and the answer can come from the guy who wrote the function.)
If someone knows, by all means enlighten me *sigh*, it is becoming real
annoying, I really don't want to have to write my own "sort" function in
LPC.

Erik (Gunther, God@Dragon's Den -- 129.25.7.111 2222)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunther GOD@Dragons_Den          |  Erik Kleinfelder uekleinf@mcs.drexel.edu 
God of Destruction               |  Undergraduate Computer Science
(Record : 43 Crashes in 2 mins)  |  Drexel University
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"It's not a BUG, it's a FEATURE"
                    -Unknown
From: sh666@selway.umt.edu (Azog)
Newsgroups: rec.games.mud.lp
Subject: **LPMUD TOP 10**
Date: 30 Jul 92 01:49:51 GMT
Organization: University of Montana

I am going to attempt a LPMUD only top-10 list.  'Why is he doing this?' you
may ask yourself.  The answer is quite simple: I am bored, and I've always
been a little curious as to what the outcome of this would be.

So here's what you do.  Send me some _short_ mail with your three favorite
LPMUDs (LPMUD only please).  GODS/ARCHES/WIZZES, etc. may want to post
something about it on their MUD.  I'm going to accept votes for a week, and
then post the results.  I want to make this as comprehensive as possible so
let everyone know who plays LP to drop me a line.  Thanks!

							Azog
						sh666@selway.umt.edu
p.s.
No, not the Azog from IT!!!!!
Newsgroups: rec.games.mud.lp
From: brenner@crab.tat.physik.uni-tuebingen.de (Martin Brenner)
Subject: Re: Clueless...
Organization: TAT (Theoretical Astrophysics Tuebingen), U. of Tuebingen, FRG
Date: Fri, 31 Jul 1992 13:01:12 GMT

Hmm... if I wanted to be paranoid and check what is happening I'd
probably write an object which does what I'd want to do as a player
and feed it from a file and write the result back to a file.

This is a bit clumsy but should work. I know someone who have done
masking in the gamedriver (don't think this is really hard to
implement).

But the question remains if its honest to do hiding in the first
place...

Happy mudding...
-Martin 
--
Martin Brenner, Institut f. Theoretische Astrophysik, Universitaet Tuebingen
brenner@tat.physik.uni-tuebingen.de    <Deepthought the Nightfall Sourcerer>
Newsgroups: rec.games.mud.lp
Subject: How to use get_dir
From: rossw@ccu1.aukuni.ac.nz (Ross Williamson)
Date: Tue, 28 Jul 1992 04:32:50 GMT
Organization: University of Auckland, New Zealand.

    Does anyone know how to use get_dir properly in 
game driver 3.1.2-DR  I've had a play with it but I can't seem to get it 
working.

Help


Ross.

Newsgroups: rec.games.mud.lp
From: craig@ec.uwa.oz.au (Craig Richmond - division)
Subject: Re: How to use get_dir
Organization: University of Western Australia
Date: Wed, 29 Jul 1992 10:06:46 GMT

duening@eis.cs.tu-bs.de (Lars Duening) writes:

>In <1992Jul28.043250.6958@ccu1.aukuni.ac.nz> rossw@ccu1.aukuni.ac.nz 
>(Ross Williamson) writes:

>>     Does anyone know how to use get_dir properly in 
>> game driver 3.1.2-DR  I've had a play with it but I can't seem to get it 
>> working.

>get_dir() takes a filename-pattern as argument, searches the directory
>for matching filenames and returns them in an array.

>get_dir("/obj/*") returns all filenames in /obj (or just ({ '*' }) if
>  there is a file '/obj/*').
>get_dir("/std/**") returns all filenames in /std (or just ({ '**' }) if
>  there is a file '/std/**').
>get_dir("/<somepath>/*t*.o") would return all filenames in
>  /<somepath>, which contain at least one 't' and end in '.o'.

And don't bother trying something like get_dir("/*/*") because it didn't
work for me when I tried 6 monthss ago and I bet it doesn't work now :-(

Craig
--
Craig Richmond.  Computer Officer -  Dept of Economics (morning) 380 3860
  University of Western Australia    Dept of Education (afternoon)
craig@ecel.uwa.edu.au
     "Only users are allowed to make messes on their computers"  I.M.VI
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: RANDOM MOVING AND CHASING
Date: 23 Jul 92 18:23:49 GMT
Organization: Point of Presence Hamburg

cmj1@jaguar.uofs.edu writes:

>This is an addenum to my previous message.  Please take a look at the following
>code, and tell me why this creature STILL doesn't follow people out of rooms?
>Thanks.
>P.S. sorry I don't exacxtly code beautifully. :)

>+++++++++CODE++++++++++++++++++++
[lots of stuff deleted]
>if(!this_player() || query_verb() || this_player() ==
>	this_object() || !(who=this_player()->query_name())) return;

if(!this_player() || !query_verb() || this_player() ==
	this_object() || !(who=this_player()->query_name())) return;

	amylaar
From: cthulhu@diku.dk (Stefan Krabbe)
Newsgroups: rec.games.mud.lp
Subject: genocide
Date: 26 Jul 92 23:50:59 GMT
Organization: Department of Computer Science, U of Copenhagen

Is it possible to aquire the source for Genocide ?

              Kind Regards
                  Stefan

-- 
                                     ___
  Name:  Stefan Krabbe       .......(o o).......
  Email: cthulhu@diku.dk     ---vvv---U---vvv---
  Institute of Computer Science, University of Copenhagen.
From: dali@hardy.u.washington.edu (Lance J. Jensen)
Newsgroups: rec.games.mud.lp
Subject: Re: <None>
Date: 25 Jul 92 16:00:11 GMT
Article-I.D.: u.1992Jul25.160011.15354
Organization: University of Washington, Seattle

In article <k2cgoB3w164w@cellar.org> madmax@cellar.org (Alex Strumpf) writes:
>dali@hardy.u.washington.edu (Lance J. Jensen) writes:
>
>> 
>> > a
>> 
>> b?
>
>no, c. :-P
>
>
>"There's no point in being grown up if you can't be childish sometimes."
>

No,  LPC :)

>>-Poe-> Chris.
Newsgroups: rec.games.mud.lp
From: kjetilho@ifi.uio.no (Kjetil Torgrim Homme)
Subject: Re: Array structre/manipulation
Organization: Dept. of Informatics, University of Oslo, Norway
Date: Fri, 31 Jul 1992 11:02:24 GMT
Originator: kjetilho@holmenkollen.ifi.uio.no

In article <1522@grivel.une.edu.au> sgreen@neumann.une.edu.au (Stephen Green) writes:
> What i needed was to set up a 16x16 array of letters ( a -> z ),
> randomly choose 6 'locations' [i][j] and remember the address and element.
> I did get it going but it was very cumbersome, and involved
> 1/ setting str arr1='dfghiluopeisijgd', arr2='..' etc.
> 2/ choosing random numbers i,j;
> 3/ loops like if (i==0) let=get_letter(arr1[i]);
> get_letter() {
> 	if (i==97) return 'a';
> 	if (i==98) return 'b'; /* etc where i is the ascii no of the address ?? */
> }
> Can anyone give a simpler way to get what i need?

How about -
#define get_letter(x) "abcdefghijklmnopqrstuvwxyz"[x-'a']

You should also bear in mind the switch construct, which is much more
efficient than sequences of if's as above. (thank Joern Roennecke for
that... 8-)


Kjetil T. (aka Tenghil)
--
	``so you can make me cum that doesn't make you Jesus'' - Tori Amos
Newsgroups: rec.games.mud.lp
From: some_guy@wam.umd.edu (X)
Subject: Anyone out there know Mary Lou Retton?
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Fri, 31 Jul 1992 02:54:10 GMT

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.
Newsgroups: rec.games.mud.lp,rec.games.mud.admin
From: meetch@DIALix.oz.au (Mitchell Brandsma)
Subject: restore_object and multi-dimensional arrays.
Organization: DIALix Services, Perth, Western Australia
Distribution: local, world
Date: Thu, 23 Jul 92 03:14:20 GMT
Summary: Can they go together ?

G'day all,

I'm experiencing a strange phenomena with players.  We have a skill structure
set up thusly:
({"blah",10,({"etc",3,({/*Recurse as deep as you like*/}),}),})
which saves without a problem.  However, when a player quits and comes back,
all but the first level of the structure disappears.  Is this a gamedriver
problem?  I could code something to flatten out the structure for saving and
rebuild it when necessary, but I'd much prefer not to.

l8r all,
	- Meetch. (meetch@DIALix.oz.au, meetch@zeus.DIALix.oz.au :)
Organization: Johannes Kepler University Linz - Computing Center
Date: Thursday, 23 Jul 1992 10:33:52 CDT
From: <K111114@ALIJKU11.BITNET>
Newsgroups: rec.games.mud.lp
Subject: new host

Hi!
Holy Mission has been moved to a new host.
Our new IP is: mud.edvz.uni-linz.ac.at at port 4242
Bye, Herp.
From: pha50@seq1.keele.ac.uk (P.J. Mitchell)
Newsgroups: rec.games.mud.lp
Subject: Re: Array structre/manipulation
Date: 31 Jul 92 11:13:00 GMT
Organization: University of Keele, England

From article <1522@grivel.une.edu.au>, by sgreen@neumann.une.edu.au (Stephen Green):
> What i needed was to set up a 16x16 array of letters ( a -> z ),
> randomly choose 6 'locations' [i][j] and remember the address and element.

If you're working with 3.x, try and array of strings:

mixed arr;
arr = ({
    "abcdefghijklmonp", "abcdefghijklmonp", "abcdefghijklmonp",
    "abcdefghijklmonp", "abcdefghijklmonp", "abcdefghijklmonp",
    "abcdefghijklmonp", "abcdefghijklmonp", "abcdefghijklmonp",
    "abcdefghijklmonp", "abcdefghijklmonp", "abcdefghijklmonp",
    "abcdefghijklmonp", "abcdefghijklmonp", "abcdefghijklmonp",
    "abcdefghijklmonp",
});

Pick your i and j values, and the letter is: arr[i][j..j]

If you're not in compat mode then the declaration should be:

mixed *arr;
----
Paul Mitchell (CMA#55(18) MAG#65715 DoD#0145)  | Department of Physics,
JANET:  p.j.mitchell@uk.ac.keele.seq1          | Keele University, Keele,
USENET: p.j.mitchell@seq1.keele.ac.uk          | Staffordshire, ST5 5BG, U.K.
BITNET: p.j.mitchell%seq1.keele.ac.uk@ukacrl   | (+44 or 0)782 621111 ext 7966
-- 
Paul Mitchell (CMA#55(18) MAG#65715 DoD#0145)  | Department of Physics,
JANET:  p.j.mitchell@uk.ac.keele.seq1          | Keele University, Keele,
USENET: p.j.mitchell@seq1.keele.ac.uk          | Staffordshire, ST5 5BG, U.K.
BITNET: p.j.mitchell%seq1.keele.ac.uk@ukacrl   | (+44 or 0)782 621111 ext 7966
From: wdell@ds5000.DAC.Northeastern.edu (Chilly)
Newsgroups: rec.games.mud.lp
Subject: Clueless...
Keywords: lpmud, LPC, driver
Date: 28 Jul 92 06:04:40 GMT
Organization: Northeastern University, Boston MA. USA 02115

Ok. I'm in need of some assistance. I would like to know if there is a way
to "hide" yourself from users(),find_player(),find_living(),find_object(),
etc... This purpose is to exclude me from those functions and act as if
I weren't in the game. This can be particularly useful especially if
you're an admin or a god on an lpmud. If this is possible, can someone
make up some sort of code for the driver? I'm not that proficient in
C. Any help would be greatly appreciated.

Any replies, respond here in this group or
email: dell@meceng.coe.northeastern.edu

Thanks.

Newsgroups: rec.games.mud.lp
From: alcaman@opal.cs.tu-berlin.de (Alexander Weidt)
Subject: Re: LPMuds that run on Macs?
Organization: Techn. University of Berlin, Germany
Date: Tue, 28 Jul 1992 23:21:27 GMT

fetzer@sdphu1.ucsd.edu (Michael E Fetzer) enquires about LPmud on Macs.

Quite a while back, in <1992May3.030330.18637@minyos.xx.rmit.oz.au>,
Luke Mewburn posted his patches to the 3.1.2 driver to run on
A/UX 2.0 and A/UX 3.0.  You can anonymously ftp this article from

	ftp.cs.tu-berlin.de:/pub/mud/lp/driver/a-ux_lpmud_driver.Z
	(130.149.17.7 for all those poor nameserver-less souls)

Happy hacking, Demos.
--
Real programmers don't use shared text.  Otherwise how can they use functions
for scratch space after they've finished calling them?
Newsgroups: rec.games.mud.lp
From: Jerome Chan <yjc@po.cwru.edu>
Subject: Re: LPMuds that run on Macs?
Organization: Alethea, The Twilight World!
X-Useragent: Nuntius v1.1
     <1992Jul28.232127.26741@cs.tu-berlin.de>
Date: Wed, 29 Jul 92 03:11:01 GMT

In article <1992Jul28.232127.26741@cs.tu-berlin.de> Alexander Weidt,
alcaman@opal.cs.tu-berlin.de writes:
>Quite a while back, in <1992May3.030330.18637@minyos.xx.rmit.oz.au>,
>Luke Mewburn posted his patches to the 3.1.2 driver to run on
>A/UX 2.0 and A/UX 3.0.  You can anonymously ftp this article from

  I don't have A/UX. Can I still run this? It seems that my directories
are not configured properly. Does anyone know which directories should
contain which file?

---
 The Evil Tofu

"No Lah! Sure or not one? Dunno leh! Nebber Mind! Like that one!
Terriblur Lah!"