HDTenEightyP/NetNews huggingface dataset:
From: garion@selway.umt.edu (Jason Curnow)
Subject: Finding memory size of an object
Keywords: memory object lpmud
Organization: University of Montana
Date: Thu, 21 Jan 1993 16:37:56 GMT

I'm trying to find some code that will tell me the amount of memory that
is being taken up by any one object.  It would be (hopefully) for a 
compat mode LPmud, running a 3.1.2 driver with a standard mudlib.  
Has anyone ever written anything like this, or even know how I might
go about doing so?  Thanks.

- Jason (Garion @ LPCC)

-- 
- Jason Curnow                       University of Montana
  garion@selway.umt.edu              CIS Consulting
  con_jpc@lewis.umt.edu              (406) 243-2974, LA 40

Newsgroups: rec.games.mud.lp
From: stile@okcforum.osrhe.uoknor.edu (Howard Wilson)
Subject: Re: Valhalla Open House!
Organization: Okcforum Unix Users Group
X-Newsreader: TIN [version 1.1 PL6]
Date: Fri, 22 Jan 1993 07:21:23 GMT

bab (BAB127@psuvm.psu.edu) wrote:
:      About the pay to play thing.  This doesn't violate anything that Lars
: or other coders did.  This is because there is nothing left of what they did.
: Fletloss has basically written his own driver.  And yes Fletloss has spoken
: with Lars about this matter.  And just for the record...Valhalla is the
: best lpmud that I have ever come across.
: 
: mordor (used to be)@valhalla

Except, quite obviously, the name, and the fame.  If it is "totally new",
you might want to change the name.  Or at least learn the origin of "lpmud".
 
Howard Wilson II
 
Personally, I think VikingMUD is the best.  Of course, it's the only one
I've called, so I don't exactly have a wide base.

--
Stile, Howard Wilson II, and any other names I might use can be reached at:
   stile@okcforum.uoknor.edu   | I have two personalities.  One is paranoid,
I speak for no one but myself! | and the other is out to get him.
Send mail for information on The Darwinners and the Evolving Fish!
Newsgroups: rec.games.mud.lp
From: mertens@fzi.de (Ingolf Mertens)
Subject: Re: Summoning guards
Reply-To: mertens@fzi.de
Organization: Forschungszentrum Informatik (FZI), Karlsruhe, Germany
Date: Fri, 22 Jan 1993 14:21:15 GMT

In article <1jod2qINN4pv@dill.csv.warwick.ac.uk>, phuyg@csv.warwick.ac.uk (Mr P V Smith) writes:
|>   Someone wanted to know how to make some guards pop along when his
|> king was attacked.. well, i'm no great guru, but here;'s how i'd do it..
|> 
|> you prepare a file on it's own for the king, inheriting obj/monster.c,
|> set everything up on the reset etc,
|> but then do something like..
|> 
|> heart_beat() {
|>    ::heart_beat();
|>    if (this_object()->query_attack()) summon_guards();
|> }
|> 
|> summon_guards() {
|> /* write lots of messages, clone lots of guards etc */
|> }
|> 

Don't forget to check in summon_guards() if enough guards are present, otherwise
every heart_beat tons of guards are cloned.

|> Note, this wont take care of an instant kill (so give the dude
|> a load of hit points else use a second_life function to call the guards
|> anyway)
|> 

Another way is to redefine hit_player() because this is called in every case.
The guard summoning could be placed here too.

|> shrug, no doubt someone will have a better way, but this works for me ;)
|> (just make sure yer do the ::heart_beat else it'll bugger up bad
|> 
|> That's all
|>   ~Beebop / Paul V. Smith

Don't know if it's better, I hope it's correct ;-)

   Boing

-- 
Ingolf Mertens		e-mail: mertens@fzi.de
Newsgroups: rec.games.mud.lp
From: cmar27@ccsun.strath.ac.uk ("Ian Campbell")
Subject: *%*%*%*LPSWAT*%*%*%*
Organization: University of Strathclyde
Date: Thu, 21 Jan 1993 16:20:46 GMT

Is it my imagination or did there used to be a lpmud called lpSwat ?
Is it another mud down temporarily for repairs never to return ?

Come on Swat amin, theres lots of Swatters that want to know if 
it's ever gonna return ??????????????

Skip.......................

****************************************************************************
************ ------ ********  --- ******************************************
************* / *********** '  * ) ***************** / ****** / * / ********
************ / *********** / ********************** / ****** / * / *********
*********** /    -   _    /  ***** -   ____   ___  /__  _   / * / **********
******** ------ (<_ / /_  `-----  (<_ / / /  (__/ (__/ /-' (__ (__ *********
********************************************/*******************************
*******************************************/********************************
****************************************************************************
Newsgroups: rec.games.mud.lp
From: mjarvis@nyx.cs.du.edu (Michael Jarvis)
Subject: FTP site for wand code?
Keywords:  wand, lp
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Fri, 22 Jan 93 19:48:02 GMT

Could anyone direct me to an ftp site where I could find the code for a
"super" wand of creation...one that allows a Wizard to rough out an area,
creating rooms and plain monsters, etc.  I know that it's out there some-
where, just don't know where to look.

Thanks in advance!

  -Michael-

--
/-----------------------------------------------------------------------------\
*  Michael A. Jarvis    | Internet:  mjarvis@nyx.cs.du.edu  CI$:  70562,212   *
*  Oklahoma City, OK    |  Fidonet:  Michael Jarvis, 1:147/2051               *
\-----------------------------------------------------------------------------/
Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: Summoning guards
Organization: Point of Presence & MCS Hamburg
Date: Sat, 23 Jan 1993 15:05:15 GMT

sass@elf.etsu.edu (Mark Sass) writes:

>  Someon said something about a global variable to count how many guards
>have been summoned...no need to do that since there are some neat efuns like
>all_inventory.  You take the inventory of the room; parse it for all guards(give
>them a special id to separate them), and return an integer for the number of
>guards in the room.  Easy enough.  If you dont have 3.* or better, you wont
>have all_inventory unless you added a simul_efun, so you will have to use
>first_inventory and next_inventory:(

You will create an eternal supply of guards :-)

	Amylaar
Newsgroups: rec.games.mud.lp
From: michael@iastate.edu (Michael M. Huang)
Subject: Re: Valhalla Open House!
Organization: Iowa State University, Ames IA
Date: Thu, 21 Jan 1993 14:37:10 GMT

In <1993Jan21.005841.23885@netcom.com> noj@netcom.com (Jean Jean's Evil Cat) writes:

>This is to announce that Valhalla, the best LP mud currently in existence, will
>have an open house of it's new and improved state the weekend of January 23rd
>and 24th.  Valhalla was recently moved from the limbo of relying on other
>people's extra cpu cycles to it's own dedicated machine!  As a result, it's
>creator, Fletloss the Mighty Architect, asks that a piddling fee of $8 a month
>be paid by it's users to cover his personal expeses of maintaining Valhalla.

Hmmm... we won't debate about this 'best' LP mud thing.  But, what is this
cost?  I hope the payment is volunteer, or it is blatantly abusing the
copyright that Lars has placed upon his codes (plus all the other coders
that came after him).

>So, come check out this incredible enviornment, free for this weekend only!

Apparently you HAVE to pay to play.  This makes me sick.

-michael
 Vincent's Hollow
 (It's *FREE*!)

-- 
Michael M. Huang    | Don't believe what your eyes are  telling  you.  All they
Carver & Vis Labs   | show is limitation.   Look with your understanding,  find
Iowa State Univ.    | out what you already know, and you'll see the way to fly.
michael@iastate.edu |- Jonathan Livingston Seagull -- #include  <disclaimer> --
From: phuyg@csv.warwick.ac.uk (Mr P V Smith)
Newsgroups: rec.games.mud.lp
Subject: Square Roots
Date: 24 Jan 1993 01:31:03 -0000
Organization: Computing Services, University of Warwick, UK
NNTP-Posting-Host: tansy.csv.warwick.ac.uk



  Boggle, is there an efun or an easy way to do square roots?
From: Scott Panzer <spanzer@enzyme.berkeley.edu>
Newsgroups: rec.games.mud.lp
Subject: Re: BENEDICT OR JANIX OF MP LOOK HERE
Date: 23 Jan 1993 02:45:04 GMT
Organization: MCB:Genetics, UC Berkeley
Distribution: world
     <1993Jan17.142446.7818@lut.ac.uk>
NNTP-Posting-Host: kos1mac18.berkeley.edu
X-UserAgent: Nuntius v1.1a2

From: COLBY BECK, CB27POLW@MIAMIU.BITNET
Subject: BENEDICT OR JANIX OF MP LOOK HERE
In article  COLBY BECK, CB27POLW@MIAMIU.BITNET writes:

>Could you please update me on the status of the game?  I have tried since
>I returned from break, but cannot get on.  Do you think it will be up
soon??
>
>Thanks,
>   Colby/Tal

Hi Colby--
I don't know if either Ben or Janix read this, so I thought I'd fill you
in on
what I know.  M.P. is down indefinitely, but hopefully not very much
longer
*pray*.  As you know Ben has made many enhancements to the basic diku
code.  It works fine on his own machines (where, unfortunately, there is
no
telnet access) but can't run for more than a few minutes without crashing
at the berkeley site.  He *IS* working on it!  I hope it's up soon!  But
I can't
tell you when.
Zaratyst may be starting a mud at iowa.  Currently the site occasionally
runs a bare-bones diku (unfortunately with bad lag) that some M.P. people
visit to post on the board.  I will be posting updated information there
as
I hear it.  The site is l_eld08.icaen.uiowa.edu 4000.
I am also conducting M.P. withdrawl therapy sessions on copperMud:
copper.colorado.edu 4000  (playing Rutebega).  Drop by, I'll help you get
started if you want to play there.

--Stenor/Turnip/Lilac  (a good friend of Janix)
-------------------------------------------------------------
Scott Panzer  spanzer@mendel.berkeley.edu
-------------------------------------------------------------
c/o Beckendorf Lab       |  Phone (510) 642-6973
MCB:Genetics             |  Fax   (510) 642-7000
401 Barker Hall          |-----------------------------------
Univeristy of California |
Berkeley, CA  94720      |
-------------------------------------------------------------
From: jacob@fy.chalmers.se (Jacob Hallen)
Newsgroups: rec.games.mud.lp
Subject: Re: RULES????? PLAYERS RIGHTS???????
Date: 21 Jan 93 09:17:26 GMT
Organization: Chalmers University of Technology

In article <ANIPA.93Jan17202500@korppi.cs.tut.fi> anipa@cs.tut.fi (Niilo Neuvo) writes:
>jacob@fy.chalmers.se (Jacob Hallen) writes:
>> I have a modest proposal for the bill of players inalienable rights:
>
>> 		      PARAGRAPH 1
>> Every player has the right to be a frog.
>
>> 		      PARAGRAPH 2
>> Should the system the player is on fail to implement the "being frog"
>> functionality, the player has a right to pretend he is a frog.
>
>> 		      PARAGRAPH 3
>> If a player does not exercise his right to be a frog, or to pretend to be one,
>> other players have a right to pretend he is a frog.
>
>This sounds good. May I use this for 'help rules' on an unnamed mud?
>As we seem to have no such help! I wonder how we have managed to
>survive all these years without this vital information.

Nope, these rights may only be used on named muds.

Jacob
Newsgroups: rec.games.mud.lp
From: hcm@ausom.oz.au (Hamish Mogan)
Subject: SLOTH MUD USERS ATTENTION
Date: Sat, 23 Jan 1993 10:44:45 GMT
Organization: AUSOM - The Apple Users Society of Melbourne

hi all from Sloth..

Could any of the following people please contact me.. the first to contact will get a major reward..

Phaedrus
Gon
Bedpan

Thanks you

HM
:wq

-- 
+----------------------------------------+
| H A M I S H - - - - - - - -  M O G A N |
|                Internet                |
|   hcm%ausom.oz@sol.cc.deakin.oz.au     |
From: njal@engin.umich.edu (David Schairer)
Newsgroups: rec.games.mud.lp
Subject: Re: Status of Overdrive (Site needed)
Date: 23 Jan 1993 16:13:19 GMT
Organization: Campus Computing Sites, University of Michigan
Distribution: world
NNTP-Posting-Host: apollo46.aal.itd.umich.edu

In article <1993Jan22.191041.1@woods.ulowell.edu> kaczorc@woods.ulowell.edu writes:
>> Therefore, we are looking for a new site.  For those who don't know
>> Overdrive, it's a long-established (March 1991) LPMud which now runs
>
>It may have gone up March of 1991....but how much of the time since
>then has it been up?  Maybe six months?  And how long at one site?
>A few weeks?
>
>				Zor
>

We were up continuously until November 1991, when we closed until June 1992
for a complete rewrite.  Since then, we've been up mostly continuously, except
for a couple of site problems.  All in all, we've been up a lot more
than some muds I wouldn't be crass (Hero) enough to mention :)
--Talyessin@Overdrive
Newsgroups: rec.games.mud.lp
From: hoagy@ais.org (Matthew Rupert)
Subject: attacking a monster
Organization: Lobotomies -R- Us!
Date: Fri, 22 Jan 1993 00:28:15 GMT


	I need a way to do the following:

	attack(creature) {
	   if(creature == "king") {
            summon some guards to fight for him
		}

I can get kill defined, but at the same time, a fireball will totally
ignore the 'kill' command and no guards will be summoned.  I need
a way to define ALL attacks versus add_action'ing them all.
From: phuyg@csv.warwick.ac.uk (Mr P V Smith)
Newsgroups: rec.games.mud.lp
Subject: Re: Skill Orientation
Date: 28 Jan 1993 01:04:14 -0000
Organization: Computing Services, University of Warwick, UK
NNTP-Posting-Host: chervil.csv.warwick.ac.uk

In article <1993Jan27.182301.23467@leland.Stanford.EDU> whale@leland.Stanford.EDU (Stephen Schmidt) writes:
>In article <1993Jan27.135014.9105@aber.ac.uk> awr0@aber.ac.uk (Adam William Reynolds) writes:
>>For those who don't know, the theory behind it, is that the more you
>>practice an ability (Like hitting something with a sword) the better
>>you become at that ability.
>>You do not gain experience points, but skill improvements.
>
>The MudOS mudlib also permits you to train in skills, at the local guild,
>for a fee. This represents the idea that you might practice in your skills,
>but doesn't force the user to sit around hacking on target dummies when he'd
>rather be MUDding :)


  I think the theory of 'buying' skills stinks.. basically because it means
that lower levels will beg for cash, and if they have a nice big friend then
they get the skills easily, which stinks.. it should be from 'real' experience
i.e. actively using the skills in combat, it does NOT mean you have to
'hack dummies' and that's a very sad idea of training, we are all training
every second of our lives, what do u learn from 'training dummies' or
even 'paid lessons' ? you learn much more from real experience, so while
paid lessons are all very well, they should be an extension of the
natural learning curve of people, i.e. treat the training period
as intensive training in that skill and advance it accordingly, but
you should also be able to advance it by simple practice
(and mere paid lessons should not take you above a certain level, in
my role playing system i agree with the theory that you cannot get
any skill above 70% in a 'training' evironment, unless it's a very
realistic one (eg gladiatorial arena), because (calling on personal
experience from martial arts once more) you just don't know what it's like
till you really HAVE to 'pass a skill' with the failing consequences meaning
death or similar.

~Beebop/Paul V. Smith
From: njal@engin.umich.edu (David Schairer)
Newsgroups: rec.games.mud.lp
Subject: Status of Overdrive (Site needed)
Date: 22 Jan 1993 21:16:44 GMT
Organization: Campus Computing Sites, University of Michigan
Distribution: world
NNTP-Posting-Host: apollo46.aal.itd.umich.edu


I would apologize for the delay in publicly reporting the status of
Overdrive.  I've received a lot of personal mail about it, but have
held off on posting publicly until knowing for sure the status of
our old site.

Unfortunately, our old site will apparently no longer be able to
support Overdrive.  I wish we had been informed of this before being
so callously deleted 3 weeks ago, but such bureaucratic policy decisions
are in the hands of petty bureaucrats, not my own.  We do have a backup
of the mud, however, which is only slightly older than when we were
deleted.

Therefore, we are looking for a new site.  For those who don't know
Overdrive, it's a long-established (March 1991) LPMud which now runs
MudOS 0.9.13.  We have a completely original mudlib, 4 classes, a skill-
based advancement system, an original combat system, and a very
dedicated player base, as well as lots of little touches that make
us very popular.  Overdrive requires (I think) about 80 meg of disk space,
though we could probably squeeze into a little less, and probably about
16 meg of RAM (depending on how we swap).  We were running on a NeXT
machine and with the new optimizations in MudOS we only took about 30%
of the machine's capacity on average.

If you would like to offer OD a site, or would like more information,
please mail me at njal@aal.itd.umich.edu or david_schairer@um.cc.umich.edu
(or both, since both accounts are somewhat unstable).

Thank you!
Newsgroups: rec.games.mud.lp
From: bobf@feenix.metronet.com (Bob Farmer)
Subject: Re: "Safe" way to shout inside of crash()?
Organization: Texas Metronet Communications Services, Dallas TX
Date: Sat, 23 Jan 1993 21:48:42 GMT

> Anyway, what is an efficient way to shout to just interactive
> players?  I could put in a catch() around the shout, but
> knowing our machine, that could make things worse (like hiccuping
> in the middle of a sneeze).  Maybe a compile-time option so
> that shouts don't go to non-interactive objects?

Why not just do a tell_object to everything in users()?  Or, if you're using
catch_tell, you could even do users()->catch_tell(msg);.

> While on the subject, what do other people put in their
> crash() routines?

Ours saves as much info as is available, including query_verb(),
this_player(), environment(this_player()), and previous_object().  Also,
it saves the crash reason arguments that were passed to it.

blackthorn
bobf@metronet.com
Organization: University of Illinois at Chicago
Date: Sun, 24 Jan 1993 21:45:10 CST
From: Jason Kratz <U28037@uicvm.uic.edu>
Newsgroups: rec.games.mud.lp
Subject: RoundTable 2

Just wanted to let everyone know (if it hasn't been said already) that
RT2 is back up.  I guess they didn't actually lose their site like I was
previously told.  The address is exactly the same: ac.wfunet.wfu.edu
2222.

Jason (aka Sundancer)
From: guddt@uniwa.uwa.edu.au (David Bennett)
Newsgroups: rec.games.mud.lp
Subject: Re: Status of Overdrive (Site needed)
Date: 25 Jan 1993 23:16:05 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au
X-Newsreader: NN version 6.4.19 #1

guile@engin.umich.edu (Kenneth K Lee) writes:
>In article <1jrqqvINN2c5@srvr1.engin.umich.edu> njal@engin.umich.edu (David Schairer) writes:
>>
>[junk deleted]
>>for a couple of site problems.  All in all, we've been up a lot more
>>than some muds I wouldn't be crass (Hero) enough to mention :)
>>--Talyessin@Overdrive

>    What the hell is this supposed to mean?  Sure, Hero may not have lived
>as long as many of the muds out there, but it is quite unlikely that any
>mud will ever be as remembered like Hero ever was, and this includes 
>Overdrive.  Do you have something against Hero, or do you like being
>obnoxious for the hell of it?

Exactly who was being obnoxious again?  Hmmm.  I think I would give you
the most points.  His was a gentle dig.  Yours on the other hand
definately falls into obnoxious.

Congratulations on a nice obnoxious article.
David.
[DDT] Pink fish forever.
-- 
  David Bennett,  guddt@uniwa.uwa.oz.au | University Computer Club
     Where Pink fish swim backwards.    | c/o Guild of Undergraduates
These words I am singing now mean nothing more than meow to an animal - TMBG
Disclaimer: Any spelling mistakes in this article are all entirly my fault.  Any grammer errors spotted in this article were put there because I could.
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: "Safe" way to shout inside of crash()?
Date: 23 Jan 93 01:17:35 GMT


Here's a bizarre one that just reared up...  Under MudOS,
the master->crash() will be called when the game crashes.
I set this routine up to shout a humorous message, log
some info, then save all players.

This time however, the crash routine ran into a too-long-evaluation
and aborted.  Apparently, the culprit was the shout(), which caused
a bunch of monsters to reset (lazy reset option on), some of those
causing other resets to cascade, etc...

Anyway, what is an efficient way to shout to just interactive
players?  I could put in a catch() around the shout, but
knowing our machine, that could make things worse (like hiccuping
in the middle of a sneeze).  Maybe a compile-time option so
that shouts don't go to non-interactive objects?

While on the subject, what do other people put in their
crash() routines?
-- 
Darin Johnson
djohnson@ucsd.edu
    Strange things are afoot at the circle-K...
Newsgroups: rec.games.mud.lp
From: phantom@rock.concert.net (Paul M Mann -- Personal Account)
Subject: Need address for Laurasia.
Keywords: address needed Laurasia LP Mud
Organization: CONCERT-CONNECT -- Public Access UNIX
Distribution: usa
Date: Mon, 25 Jan 1993 01:42:01 GMT

Can someone E-mail me the address for Laurasia LP-Mud.  I lost the address when
i changed to a different telnet acct.  (please use email since this is a non-
published address)

Phantom
-------------------------------
email- phantom@rock.concert.net

-- 
--------------------------------------------------------------------------
E-Mail Accounts: phantom@rock.concert.net
           -or-  Paul.Mann@laUNChpad.unc.edu
--------------------------------------------------------------------------
From: cwilder@eis.calstate.edu (Charlotte Wilder)
Newsgroups: rec.games.mud.lp
Subject: Re: clean_up versus swap
Date: 28 Jan 93 04:05:58 GMT
Organization: Calif State Univ/Electronic Information Services

I would also like to know ... I know what swapping is, but what does
clean_up accomplish?
Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Skill Orientation
Organization: DSG, Stanford University, CA 94305, USA
Date: Wed, 27 Jan 93 18:23:01 GMT

In article <1993Jan27.135014.9105@aber.ac.uk> awr0@aber.ac.uk (Adam William Reynolds) writes:
>There is only one way to describe this. The experience system used in 
>Runequest2/3. Has any lp ever implemented something like this?

Yes, the MudOS mudlib works this way.

>For those who don't know, the theory behind it, is that the more you
>practice an ability (Like hitting something with a sword) the better
>you become at that ability.
>You do not gain experience points, but skill improvements.

The MudOS mudlib also permits you to train in skills, at the local guild,
for a fee. This represents the idea that you might practice in your skills,
but doesn't force the user to sit around hacking on target dummies when he'd
rather be MUDding :)

>There is 
>also the fact that you can only take a certain amount of damge 
>of your total damage through one hit location. (It is possible 
>to have a leg made useless, movement reduced, etc.....)

We've played with this but haven't really implemented it. There are several
MUDs that have (I believe Nightmare is one of them).
-- 
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.lp