HDTenEightyP/NetNews huggingface dataset:
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: MudOS 0.9 Press Release
Keywords: LPmud MudOS 0.9 :)
Date: 15 Nov 92 22:30:15 GMT
Article-I.D.: sdcc12.41024
Organization: =CSE Dept., U.C. San Diego

>Many of the MudOS developers have said that 0.9 is the last major
>version of MudOS that they will be helping with.  Unless someone else
>plans to take up the reins of MudOS, the MudOS team will most likely
>only release bug fix releases in the future.

Er, any truth to this?
-- 
Darin Johnson
djohnson@ucsd.edu  --  How come my mind went off for lunch before I did?
Organization: University of Maine System
Date: Monday, 23 Nov 1992 11:48:34 EST
From: <GREESE@MAINE.MAINE.EDU>
Newsgroups: rec.games.mud.lp
Subject: Re: Problems writing a library.
 <By2n6M.IEF@news.iastate.edu> <JAMIE.92Nov22145855@kauri.vuw.ac.nz>
 <41436@sdcc12.ucsd.edu>

A couple of notes, first on items.
In my Nightmare mudlib I have several properties defined in objects which
cannot be learnt through normal examination.  One, for example, is
called "magic item".  Say you have a sword that glows in the dark if
you give the command "illuminate".  Well, you do the following as a
coder:
set_property("magic item", ({ "illuminate" }) );
Then you add the illuminate command in init(), and define the function.
You say nothing about it in the hhort() or long() descriptions.
Players will therefore have no way of knowing that the sword is magic,
unless they pay a monk or cleric to divine the magical powers of the sword,
which costs the monk magic power. (the cleric too).  The monk or cleric
has only a percent chance of realizing the magic power based on one of
their magic skills.  Even once the skill is detected, the players have
no idea exactly what the command does.  The magic item is defined as
an array so that multiple magic functions can be given an item.
There are other properties that have similar methods of detection.
In regards to quests, I have a quest I am almost done with on Igor
which involves the reunification of four divided city-states.  There are
over 100 different possible combinations of this quest. If you take into
account the random riddles which are part of it, it is thousands of
possible combinations.  So effectively it is impossible for one player to
tell another how to do the quest.  Drawback: The realm does not change
as a whole once they towns are unified.  It would be nice if I could do that,
but I believe that is outside the limitiations of real disk space.
    -Descartes of Borg
From: rparker@viper.csc.calpoly.edu (Earendil)
Newsgroups: rec.games.mud.lp
Subject: Macmud and file commands
Date: 18 Nov 92 17:35:58 GMT
Organization: California Polytechnic State University, San Luis Obispo


  I have just brought up Macmud to do some off line coding, and seem to have
some problems with the file commands (ls, ed ...)  I can cd to other directories
but cannot ls the files.  When I enter cd /obj I get the new directory, but 
with a ls  or ls /obj from my home, I get "No directory found."  Im not sure
what the mac version is doing for directories, if it is using the standard
mac disk:folder:folder:folder:file or prepending /'s.  Anyone able to shed
any light on this?

Earendil

-- 
rparker@blackbird.calpoly.edu                 ||    
Earendil @ Flesh & Blood                      ||   
Earendil @ TMI
Newsgroups: rec.games.mud.lp
From: esh144@cck.coventry.ac.uk (Zaimeele)
Subject: Problems writing a library.
Organization: Coventry University
Date: Fri, 20 Nov 1992 20:13:08 GMT


 I've been writing a library for players to look up information concerning
quests (a few clues and red herrings),items (why should a player know how
to use a magic item by examining it?) and general atmosphere and npc
history. The players themselves can write the books themselves which must
be heavily moderated to stop all the veterans documenting all the
quests so newbies can do them effortlessly.
 Anyway the reason for this posting is that I have very little knowledge
of any other lp's and was wondering if a library like this one has
been coded already (Which would have saved me a lot of time last
week) and if so what problems were experienced with the library in
operation. Is there anyway i could not have to moderate the library
entrys to much as books could then be avaliable automatically as they
were finished?

thanks,
       Zaimeele
                  (email to : esh144@uk.ac.coventry.cck)

		  
-- 
*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%
% Jonathan Reynolds       %*%            esh144@uk.ac.cov.cc                %*
*    (Zaimeele)           *%* call_other(this_player(),"query_sanity");     *%
%**%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: Re: rusage ... *growl*
Date: 16 Nov 1992 00:37:29 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu
Summary: that was a cute flame, Herp


In article <pcuser01.3.721794796@kuemmel1.edvz.uni-linz.ac.at> pcuser01@kuemmel1.edvz.uni-linz.ac.at (N.N.) writes:
>In the following article,  - T.C.Bennett - writes:
>
> [ stuff deleted ]
>--
>$ Most system flaws can be attributed to unwarrantedly anthropomorphizing the
>$ user.
>$ 	-- T.C.Bennett@syse.salford.ac.uk
>
>So what, T.C.BENNET ?!?!
>You call me an anthropomorphized user ? It looks rather like you are the fool
>between us, btw, where did you find the word "anthropomorphized", did you ask
>your mummy ? Where the fuck did you read I want the output be seconds,
>BENNET-DARLING ? . . . 
> [ rest of really desperate flame deleted ]
>Next time, prior to talking, switch on your brain (if you got one).
>
>Herp.

My god, that was good.  Flaming at its best.  I'm sure you realize, of course,
that you flamed his .signature, which was probably completely unrelated to 
his post.  


-Adam


-- 
-------------------------------------------------------------------------------
 From the Mind of Adam Beeman       || Flames:      root@localhost
 #include <std/disclaimer.h>        || other stuff: beeman@cats.ucsc.edu
-------------------------------------------------------------------------------
 Yeah, I'm into MUDs, UNIX, philosophy, art, networking, and saving the earth,
         the Information Age is here and my head is too small...
-------------------------------------------------------------------------------
From: af2e+@andrew.cmu.edu (Alex Feely)
Newsgroups: rec.games.mud.lp
Subject: RE:3.0 mudlibs
Date: 21 Nov 92 17:52:28 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Hello,

    I agree. My home mud of darkworld has recently switched to 3.0...
and it is one of the worst systems I have ever seen. Confusing is an
understatement! Go back to 2.4..... or half the people won't come back!
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: Re: LPC info
Date: 19 Nov 1992 07:21:46 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


In article <1992Nov18.160621.16011@lut.ac.uk> N.J.G.Robertson@lut.ac.uk (NJR) writes:

>I am thinking of setting up a mud on an HP-UX system using MudOS but
>i dont know what any of the functions in the LPC language do.Is there
>an ftp site where i can obtain a "users guide".I am reasonably proficient
>in C if this helps...

Well, I don't know of anything completely comprehensive, but definitely look
at the documentation included with the MudOS driver before you ask for docs,
and then you can tell us what's missing... MudOS comes with complete efun docs
included, in case you haven't checked yet.

>Thanx in advance
>
>Neil Robertson

Adam Beeman
-Buddha@tmi-2

-- 
-------------------------------------------------------------------------------
 From the Mind of Adam Beeman       || Flames:      root@localhost
 #include <std/disclaimer.h>        || other stuff: beeman@cats.ucsc.edu
-------------------------------------------------------------------------------
 Yeah, I'm into MUDs, UNIX, philosophy, art, networking, and saving the earth,
         the Information Age is here and my head is too small...
-------------------------------------------------------------------------------
Newsgroups: rec.games.mud.lp
From: ferguson@wizard.etsu.edu (Jason M Ferguson)
Subject: Cyberworld
Reply-To: ferguson@wizard.etsu.edu (Jason M Ferguson)
Organization: East Texas State University, Commerce, TX
Date: Sun, 15 Nov 1992 18:42:52 GMT

	Okay here's what I know about cyber, gleaned from a few
wizards around here (decker doesn't talk much...)
	It's upgrading to MudOS. That means switching a heck of
a lot of code. They say this won't take much longer, and that
the speed is improved. For _that_, I'll be glad to wait.
	To anyone wondering who I am on cyber, I go by
Leonard.

Xref: sparky rec.games.mud.lp:4246 rec.games.mud.misc:1291 rec.games.mud.diku:909 rec.games.mud.tiny:861 rec.games.mud.admin:762
From: mausf@csv.warwick.ac.uk (S J Marsh)
Newsgroups: rec.games.mud.lp,rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.tiny,rec.games.mud.admin
Subject: Re: VT client - how to echo input to window?
Date: 21 Nov 1992 18:04:47 -0000
Organization: Computing Services, University of Warwick, UK
NNTP-Posting-Host: thyme.csv.warwick.ac.uk

In article <By272H.5qD@ux1.cso.uiuc.edu> willday@ux1.cso.uiuc.edu (The Eye of Fatima) writes:
>In article <By1pyt.3ty@ais.org> jgm@ais.org (jim miller) writes:
>>
>>I write:
>>>Hi.  I'm trying to get the mud client VT to echo my input to
>>>the output/remote window.  The last time I tried any mud clients a 
>>>few years ago, this same deficiency kept me from finding them useful.
>>>However, VT looks like it can be modified or patched to do this for me. 
>>
>>Tinyfugue will do this simply, via the /kecho switch.
>>With a lot less hassle I'll wager.
>>
>>-jim
>
>Hmmm..  I tried that, and it seems to only echo to the screen, but
>not the log file.
>

TUsh will quite happily do this. All you need is to do the TUsh
command 'set echo on'.

>Also, TinyFugue was very frustrating because I could not for the
>life of me get the /hilite to work, and there seemed to be no
>scroll-back...argh

TUsh does all this and much much more ... its nice, cuddly and has
online help.

Its got triggers, its got macros, its got highlighting, its got
keyboard histories,its got screen histories, its got multiple shells,
its got site lists, its got vitual screens, its got word wrap .. etc
etc, I haven't told you half its features.

Need I say more ? 

		  The Ultimate Telnet Front End.

************************************************************************
*								       *
*      TUsh - The Telnet User's Shell          Simon Marsh 1992        *
*   								       *
************************************************************************

Systems :- 	should work with most BSD unix. Tested for sure
		on SunOS and apollo, should be no probs with ULTRIX.

How to get it:- Anonymous ftp from ftp.csv.warwick.ac.uk
		file /tmp/TUsh1.6.tar.Z


Enjoy ...


Simon Marsh

S.J.Marsh@csv.warwick.ac.uk
From: kenneth@ducvax.auburn.edu
Newsgroups: rec.games.mud.lp
Subject: Overdrive
Date: 21 Nov 92 03:40:29 GMT
Organization: Auburn University, AL


Anybody have the address for Overdrive? Please E-mail me.  Thanks.

Ken
Newsgroups: rec.games.mud.lp
From: tclark@carson.u.washington.edu (Tomas Clark)
Subject: Re: Problems writing a library.
Summary: Global One-Shot Quests!
Keywords: Quests, Annoyance, Apathy, Guild/Class Abilities
Organization: University of Washington, Seattle
Date: Tue, 24 Nov 1992 00:28:11 GMT

	I totally agree with the idea of having more 'meaningful' quests. I mean
it sort of lacks a certain charm if everyone goes and kills the SAME dragon over
and over and over again. That may be okay for regular adventuring, but quests
should hopefully be more complex.
	My idea is this: Have a quest which the wizzes will prepare, then 
suddenly spring on the mud- it should affect some vital part of the mud. An
announcement should be made- like "Honest Bob, the head trader at Bob's
Adventuring Outfitters (the central and most important store) has been
kidnapped by tentacled slug-beasts!" Someone will have to rescue him or else
nobody can use the store... or "Someone has stolen the magic gem of Mailing
that makes the mud mail system work! All the post offices are disfunctional
until it is recovered!" I'm sure better ones could be thought of...
	The point is, it would get people off their butts. Not everyone would
have to participate (some people hate quests- it may be the MANDATORY aspect)
but there would be recognition as well as cash and exp awards involved...
So that the glory wouldn't be hogged by the upper levels, you could split
the quest into two, three or four (yer choice) separate quests, all vital to
the larger goal. Players could team together too, of course. A variety of
different skills would be needed... then when it was done, that's the end of
the quest. A one-shot quest that affects everyone.
	A variation is where the quest is "The Cult of Cthulu is going to
summon their dread master! They are somewhere, preparing and if they are not
stopped in less than two weeks (real or game time) then Cthulu will be 
summoned and over-run the main area of the mud, aiii!" If nobody stopped the
cultists, Cthulu would arrive- an incredibly nasty monster that would take
real concerted effort to defeat. Maybe this is too mean... it all depends on
the difficulty of the quest. Cthulu could only be a threat to prod the players.
	If you don't like the fact that it affects a basic vital system of
the mud, you can change it to whatever you like- drastic or unimportant.
Maybe the village idiot has been kidnapped. Or maybe it only affects one guild
and they have to hire members of other guilds...
	Or for guild quests- when a guild wants a new power, spell, or upgrade
there has to be a quest (simple or complicated- I know they're not that easy
to code) in order to get it- like the alchemist herb idea. Mages have to band
together and trek to the snowy waste of Ak'Razzithgol (corny name) to get the
dread spell of Dimension Door. Or whatever.
	Any input on this idea (or set of ideas) would be greatly appreciated.
And the usual line- "thanks in advance"
		
Tomas Dylan Clark
"Hope is a psychological mechanism unaffected by external realities"
tclark@carson.u.washington.edu
Also known as: John Keats, the Electronic Poet/Bard
From: gnicoll@cs.strath.ac.uk (Gavin F Nicoll CS91)
Newsgroups: rec.games.mud.lp
Subject: TMI
Date: 20 Nov 92 08:52:55 GMT
Organization: Comp. Sci. Dept., Strathclyde Univ., Glasgow, Scotland.

Does anyone know if the ftp site, for TMI, is still available and if so what is
its numerical address ??

Cheers

-- 
*************************************************************
*  Gavin Nicoll                *   gnicoll@cs.strath.ac.uk  *
*                              *   cadp11@ccsun.ac.uk       *
*************************************************************
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: Problems writing a library.
Date: 22 Nov 92 19:20:52 GMT
Organization: =CSE Dept., U.C. San Diego

Well, I had this idea once to make quests different.  In essense, a
new player would know of only one low-level quest.  When completing
this quest, the player learns of another quest, probably through
clues found at the end of the last quest, overheard conversations
in the bar, etc.  Possibly let the player know of 2 or 3 quests
at a time.  This way, the player doesn't just browse the quest
list for something appropriate.  Also allows for connected
quests (ie, Palantir quest, part 4).

Drawbacks are that players will inevitably tell other players what
the quests are...  I'd implement it, but I can't convince my
wizards to come up with more mid-level quests...

-- 
Darin Johnson
djohnson@ucsd.edu
  - Grad school - just say no.
Newsgroups: rec.games.mud.lp
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Subject: Re: Problems writing a library.
Organization: /u/student/jamie/.organization
Date: Sat, 21 Nov 1992 07:56:04 GMT

In article <By16tx.8up@cck.coventry.ac.uk> esh144@cck.coventry.ac.uk
(Zaimeele) writes:

    I've been writing a library for players to look up information concerning
   quests (a few clues and red herrings),items (why should a player know how
   to use a magic item by examining it?) and general atmosphere and npc
   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Quite.

[snip]

   operation. Is there anyway i could not have to moderate the library
   entrys to much as books could then be avaliable automatically as they
   were finished?

You might not find this at all helpful, but you wouldn't need to
moderate the entries on quests if you didn't have resets; that is,
once a quest was done, it was done for good. A lot of effort would be
needed to create new quests, unless you decided to scrap the whole
idea of quests (most of which are thoroughly contrived and are only
there for gaining wizardhood anyway; at least, that's what I've seen
on the MUDs I've visited.)

As for information about items; well, if I knew of this really nifty
magical item, and how it worked, I wouldn't go around telling anyone
else that information. I'd keep it for myself, so that I'd be the only
one who could use it.

Jamie
From: aryeh@cash.ucsc.edu (Aryeh Friedman)
Newsgroups: rec.games.mud.lp
Subject: Wizs Need to make new SF MUD
Date: 16 Nov 92 03:07:54 GMT
Organization: WNC
NNTP-Posting-Host: cash.ucsc.edu


I am starting a new Near Future MUD but don't have a lot of personal time to 
devote to it.  So I need some good idea people to make help make the world.
Just log on and we will talk (I am sarek).  The address is cash.ucsc.edu 2020.
-- 
Aryeh M. Friedman, President, WorldNet Communications (aka bum from netland)
1720 E. Monte Vista, Phoenix, AZ, 85006, USA  "I need the numbers now!!!!"-anon
(602) 258-5781 		Disclaimer: I don't usually speak for my company.
E-mail: aryeh@cash.ucsc.edu, aryeh@wnc.com and flames to liar@bush.whouse.gov
Newsgroups: rec.games.mud.lp
Subject: MudOS 0.9 mudlib ?
From: youngdah@nic.gac.edu
Date: 16 Nov 92 10:06:19 -0600
Reply-To: youngdah@nic.gac.edu

Ok,

I grabbed MudOS 0.9 and got it up and running ... the basic mudlib
that came with the driver was ... well... basic.

I'm looking for *any* MudOS 0.9 mudlib on which to start modding and building
my mud.  

Please email me if you can help,

Ben Youngdahl
youngdah@nic.gac.edu
From: joseffg@matt.ksu.ksu.edu (Joseph Graham)
Newsgroups: rec.games.mud.lp
Subject: New MUD
Date: 17 Nov 1992 08:07:04 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu
Summary: New MUD opened
Keywords: cyberpunk, new, MUD

I am proud to announce the opening of ChromeBlood.  It runs on version
3.1.2 driver, in compat mode.  It is based around the CyberPunk/Shadowrun
theme, and is ready for all of you players out there to enjoy.  The address
is 128.120.65.3 3000  or  enchilada.engr.ucdavis.edu 3000

Hope to see you there!

--Randalar (Joe)
-- 
         joseffg@matt.ksu.ksu.edu || samhain@cygnus.cis.ksu.edu
Newsgroups: rec.games.mud.lp
From: genlpc@pip.shsu.edu ()
Subject: Re: Eval Cost.
Organization: Sam Houston State University
Date: Tue, 17 Nov 1992 12:08:29 GMT
X-Posted-From: pip.shsu.edu
NNTP-Posting-Host: sol.ctr.columbia.edu


> Is there any way to get around the 'too long eval cost' message ?
> I tried to chain my commands along with call_out()'s, but it still
> seems to stop after too long.
> Btw, I'm using MudOS 0.9, if that makes any difference.
> Jeff Johnson (Bub)

Try increasing the max eval cost in the runtime config file...?!
Newsgroups: rec.games.mud.lp
From: schwamb@seal.micro.umn.edu (Peter William Schwamb)
Subject: Lpmud on Amiga
Summary: looking for binaries for amud and telnet
Keywords: lpmud amiga telnet 
Organization: University of Minnesota CIS
Distribution: all
Date: Fri, 20 Nov 1992 00:40:39 GMT
Expires: Wed, 20 Jan 1993 06:00:00 GMT

I recently ftp'd the sources and binaries of amud.  I found out that
only the source was included in the amiga telnet distribution.  I
couldn't compile because I didn't have all the necessary include
files. 

	Anyways, I was wondering if anyone has a compiled version on
hand or knows where to get it.  Also, are there any newer versions of
amud released recently or any other muds compatible with amiga?  I
haven't seen any multi-user amiga muds yet.  

	Please mail me if you can answer any of these questions.


   Pete Schwamb			schwamb@mermaid.micro.umn.edu
From: trav@bigwpi.WPI.EDU (Travis Charles Korthas)
Newsgroups: rec.games.mud.lp
Subject: new muds
Date: 19 Nov 1992 13:22:03 GMT
Organization: Worcester Polytechnic Institute
NNTP-Posting-Host: bigwpi.wpi.edu

Could anyone email me or post the addresses of any muds that have recently opened in the northeastern US?  I enjoy these the most....thx in advance

trav@wpi.wpi.edu

*********************************
Ice Cube           -Predator
Redman             -Whut the album?
Xclan              -Xodus
Da Lench Mob       -Guerillas in tha mist
*********************************

Xref: sparky rec.games.mud:9123 alt.mud.lp:440
From: IK00047@MAINE.MAINE.EDU
Newsgroups: rec.games.mud,alt.mud.lp
Subject: swat
Date: 16 Nov 92 20:36:18 GMT
Organization: University of Maine System

what happened to swat I tried getting in several times today
but no such luck.  Are they down again?  Can anyone please tell me
what is going on?
     Martha Hogan/Slayer
     ik00047@maine.maine.edu
Newsgroups: rec.games.mud.misc,rec.games.mud.diku,rec.games.mud.lp
From: fontenot@ravl.rice.edu (Dwayne Jacques Fontenot)
Subject: Re: address servers
Organization: Rice University
Date: Fri, 20 Nov 1992 05:30:04 GMT

In article <1eh9anINNq4e@darkstar.UCSC.EDU> beeman@cats.ucsc.edu (Adam Beeman) writes:
>
>In article <1992Nov19.175326.3413@leland.Stanford.EDU> whale@leland.Stanford.EDU (Stephen Schmidt) writes:
>>In article <1992Nov19.114244.20627@lut.ac.uk> N.J.G.Robertson@lut.ac.uk (NJR) writes:
>>>I know this is going to sound a rather naive question to all the
>>>old hackers out there - but what the hell does the address server that
>>>comes with MudOS actually do??
>
>>Well, given that the driver has only been out for a week, I doubt that its
>>going to sound naive to anyone :)
>
> [ Mobydick's great example of the intermud communication features deleted ]
>
> [ Buddha's great explanation of the addr_server deleted ]
>

Well, I guess it's my turn. To set the record completely straight  ;-)
The addr_server sharing is a good thing, and I consider it a feature,
but something that has not been explained yet is why have the addr_server
(or hname) at all...i.e. why not have it just be some code in the driver.

The answer is this: gethostbyaddr(), which is the system call used to
resolve the IP number into the symbolic name (network address) is a
*blocking* function. The address resolution can take several seconds,
during which the calling process is blocked. This would be a Bad Thing (TM)
for the driver. So, there is this asynchronous process running out there -
it can block forever without affecting the driver (except that no resolved
names would be returned).

Also, Buddha made it sound like the driver connects to the addr_server
each time it wants a name resolved. In actuality, the addr_server listens
for *connections* on the defined port. When the driver starts up, a
permanent connection is established between it and the addr_server.
The maximum number of connections is setable by a #define in the
addr_server code. By default it is set to 4.

Dwayne (Jacques) Fontenot

>Hope this helps.
>
>Buddha@TMI-2 
>
>>Mobydick@TMI
>>Steve Schmidt			<><		   whale@leland.stanford.edu
>
>BTW, Mobydick's plug of our intermud stuff is all true.