HDTenEightyP/NetNews huggingface dataset:
From: agri@pa.itd.com (Howard)
Newsgroups: rec.games.mud.tiny,rec.games.mud.misc
Subject: New MUD software, Remote pages and remote WHO lists.
Date: 19 Aug 92 15:43:28 GMT
Organization: Space Remote Sensing Center

Greetings.

I've just now finished a software package that allows 2 or more MUDS to 
exchange remote pages and remote WHO lists.  Its been tested extensively over
the past few weeks and I feel its ready for a Beta release.

The code can be found at ferkel.ucsb.edu   pub/mud/incoming/info-1.2-tar.Z

This package is NOT server specific.  It should work with ANY version of MUCK,
any version of MUSH, and Unter support is on the way.  It will NOT work with
LP or Diku type servers.  Anyone wishing to port the source to these servers 
should contact me at  howard@pa.itd.com

The software is mostly external to your server and installation is easy.  There
are several MUDs currently inter-connected.

MUD          HOST & PORT                  ADMIN
---------------------------------------------------------------------------
AfterFive    pa.itd.com 9999              howard@pa.itd.com
Newday       zeus.calpoly.edu 4201        awozniak@nike.calpoly.edu
Nails        piranha.rutgers.edu 5150     bright@clam.rutgers.edu
WizMUCK      alf.zfn.uni-bremen.de 9999   ?????

FurryMUCK last I knew, was still debating as to if they wanted to try it out
or not.  I haven't check back with them since.

I was going to give a unannounced but hopefully dramatic demonstration of 
remote pages between PernMUSH and SouCon but my character was SLAVED and GAGGED
on SouCon for no apparent reason other then the fact that the character name
didn't "follow the MUD's theme".  I doubt I'll be logging into SouCon ever 
again.

Rhostshyl should be linked sometime soon.  Anyway, I'm open to CONSTRUCTIVE 
comments, suggestions, and help with improving the software.  See ya.

******************************************************************************
*                              Howard                                        *
*               Howard or Dark_Lord on most MUDS and BBSs                    *
*               Admin of AfterFive at af.itd.com 9999   128.160.2.249 9999   *
******************************************************************************
Yeah, yeah, yeah, Standard disclaimer here.  I do NOT in any way shape or form
speak for ITD, SRSC, NASA, nor any other organization.   Everything contained
in this mail are my own personal thoughts and opinions.  Flame away.
Newsgroups: rec.games.mud.tiny
From: emeinfel@gmuvax2.gmu.edu (...)
Subject: NarniaMUSH
Organization: Ferrous Fencing Ferrets Inc.
Date: Fri, 21 Aug 1992 12:16:30 GMT


I just read all the Narnia books, watched all the Narnia movies, and bought
all the McDonald's Narnia Happy-Meals (I am like that).  Anyway, I thought
I would look up NarniaMUSH and found it missing (presumed dead) and I thought
I might start up a new NarniaMUSH.

The MUSH is 2.0 and is up and running now.  But I just wanted to get an idea
of the level of interest first. So, write me and tell me what you think.
Since nothing has been decided at all yet, I suppose now would be a good time
to say, "Hey I want to be in on this can I be <your choice here>>?".

Ed.
-- 
Edmond L. Meinfelder  // In a gust of wind the white dew 
// On the Autum grass // Scatters like a broken necklace. 
Newsgroups: rec.games.mud.tiny
From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Subject: Re: Building on TinyMUCK
Organization: Johns Hopkins University CS Dept.
Date: Sun, 23 Aug 1992 04:10:28 GMT

In article <1992Aug23.031717.23323@news.nd.edu> agri@pa.itd.com (Howard) writes:
>Wait, wait, wait!   TinyMUCK 2.3???  Does it REALLY exist?  I've heard SO much
>about this mythical creature but NOONE seems to know where any source code is.
>Nor can I find ANY servers running this much sought after server EXCEPT 
>TimeTraveller.    Yet YOU are offering Newbies the documentation to it?
>Can anyone offer any information about this???

Yes.  It doesn't really matter whether I call it the "2.2 documentation" or
"2.3 documentation".  From the point of view of a user, they should look
identical except for some _minor_ features and bug removals.  So there is a
"2.3 users' guide" but there really _isn't_ anything of significance that's
_new_ in it.
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (UUCP: ....!jhunix!arromdee; BITNET: arromdee@jhuvm;
     INTERNET: arromdee@jyusenkyou.cs.jhu.edu)
From: e_dessu@pavo.concordia.ca (dez)
Newsgroups: rec.games.mud.tiny
Subject: TINT Problems
Date: 19 Aug 92 00:57:00 GMT
Organization: Concordia University
News-Software: VAX/VMS VNEWS 1.41


Hi There Everyone,

I'm stuck using VMS, and I've tried to operate TINT to no avail.  I have
NO knowledge of C, and I can't seem to find anyone who does.  Can someone
help me to get TINT to work, please.  Just e-mail me and I'll send you 
more details.  

				At the end of his rope,
				dez  (e_dessu@pavo.concordia.ca)
From: arioch@ccwf.cc.utexas.edu (Brett Hurt)
Newsgroups: rec.games.mud.tiny
Subject: A relatively new mud...
Date: 16 Aug 92 08:43:29 GMT
Organization: The University of Texas at Austin, Austin TX

Hi there is a relatively new mud on the scene that I wanted to post about,
that is doing incredibly well.  In just 1 1/2 months we have gotten over
2000 registered users.  We have almost 5000 rooms to explore, with 5 more new
areas being built.  We have a metaphysician, although we call him the
DungeonMaster (this allows single-classed characters to trade exp points for
stats, hitpoints, freedom from hunger/thirst, mana, etc.  We have a multiclass
system... you can be up to 3 classes (4 upon request)... We have over 115
spells, skills (including polymorph, resurrection, dodge, berserk, astral
walk, and many many more).  And we have a really nice playing environment,
all of our users seem to be very friendly, and helpful.
 
Anyways, if you would like to give it a try the number is 
telnet louie.cc.utexas.edu 4000
or
telnet 128.83.135.4 4000
 
Thanks,
Brett
(tell them i sent you)
From: ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig))
Newsgroups: rec.games.mud.tiny
Subject: Re: Building on TinyMUCK
Date: 22 Aug 92 17:29:45 GMT
Organization: Thealir Construction Company

In article <9208221422.AA03553@news.cis.ohio-state.edu> FURRJK@vtvm1.cc.vt.edu writes:
>Also, I'd be very interested in your contribution to a Rules of Good
>Building list... my First Rule of Good Building is "Work on rooms one at
>a time.  Don't dig twenty rooms and plan to get to them all 'some time soon'.
>If you don't have time to complete twenty rooms in one sitting, don't dig
>twenty rooms.  Do each room completely before opening lots more."
2)  Never allow a player to see 'You see nothing special.' in your rooms. 
    (@describe _everything_)
3)  If you go north from room A to room B, you should be able to go south from
    room B to room A, and so forth.  
...
-- 
+-----------------------------+---------------------------------------+
| Vilkata, the Dark King      | "_Everybody_ wants to exterminate the |
| ludwigj@cs.colostate.edu    |  Murgos.  Even I want to exterminate  |
| Vilkata@Most MUCKs          |  them, and I'm their king."           |
From: arioch@ccwf.cc.utexas.edu (Brett Hurt)
Newsgroups: rec.games.mud.admin
Subject: A relatively new mud...
Date: 16 Aug 92 08:42:43 GMT
Organization: The University of Texas at Austin, Austin TX

Hi there is a relatively new mud on the scene that I wanted to post about,
that is doing incredibly well.  In just 1 1/2 months we have gotten over
2000 registered users.  We have almost 5000 rooms to explore, with 5 more new
areas being built.  We have a metaphysician, although we call him the
DungeonMaster (this allows single-classed characters to trade exp points for
stats, hitpoints, freedom from hunger/thirst, mana, etc.  We have a multiclass
system... you can be up to 3 classes (4 upon request)... We have over 115
spells, skills (including polymorph, resurrection, dodge, berserk, astral
walk, and many many more).  And we have a really nice playing environment,
all of our users seem to be very friendly, and helpful.
 
Anyways, if you would like to give it a try the number is 
telnet louie.cc.utexas.edu 4000
or
telnet 128.83.135.4 4000
 
Thanks,
Brett
(tell them i sent you)
From: dixjb@silver.lcs.mit.edu (Jonathan Barrymore Dix)
Newsgroups: rec.games.mud.admin
Subject: LIST_FILES
Date: 14 Aug 92 02:23:31 GMT
Distribution: rec.games.mud.admin
Organization: MIT Laboratory for Computer Science




   I am looking for a good copy of LIST_FILES for the simulate.c
in a 2.4.5...

   like this 

  total #

  # filename


and so on, anyone got the code...anyone wanna give out a copy..

   Thanks
From: lwl@eniac.seas.upenn.edu (Lydia Leong)
Newsgroups: rec.games.mud.admin
Subject: Re: What MUD's do we admin??
Date: 14 Aug 92 14:02:59 GMT
Organization: Evil Geniuses for a Better Tomorrow

In article <snip> rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:
>    Just a small question to all you admins out there.  What type of 
>muds do you admin.  This is just a curiousity thing but it could also
>be nice to put in the FAQ ( being written right now (:  ).  

One might figure that the number of each type of mud admin corresponds 
rather closely to the number of each type of the mud out there. Scott
Goehring's Mudlist is thus probably the place to look.  

Unless one counts "wizarding" as administration (possible), there's
a roughly one-to-one correspondence between The Power That Is and
the MUD.  LP-muds seem to frequently have several Powers That Be,
whereas TinyM*s seem to tend towards One God, Half-a-dozen-or-so
Wizards.

/-----------------------------------------------------------------------------\
|  Lydia Leong / Amberyl  |  The few. The proud.       |  lwl@csa.bu.edu      |
|  lwl@seas.upenn.edu     |  The certifiably insane.   |  lwl@elof.iit.edu    |
|  lwl@imsasun.imsa.edu   |  The wizards of PernMUSH.  |  130.43.3.3 4201     |
\-----------------------------------------------------------------------------/
From: c9107215@cc.newcastle.edu.au (So right, this night could be dynamite)
Newsgroups: rec.games.mud.admin
Subject: Looking for a site
Date: 18 Aug 92 10:04:20 GMT
Organization: University of Newcastle, AUSTRALIA



G'day,

I hope that this isnt a fruitless exercise and that someone out there will
be interested, but, here goes...

I want to set up a mud, and I need a site and someone willing to help... I
have all the knowledge (and a mudlib) needed for the job, just nowhere
physical for it... so if you are interested in helping to run a mud, and
have somewhere I could put one.. please gimme a call...

The theme for my mud is very original and hopefully will be a great hit.

Lemme know...
I am running out of places to turn
Scott
From: yves@disuns2.epfl.ch (Yves Dennebouy)
Newsgroups: rec.games.mud.admin
Subject: How dimish the memory used with DIKU
Date: 18 Aug 92 01:59:29 GMT
Organization: Ecole Polytechnique Federale de Lausanne


An important problem with the diku source code is the lot of memory that use,
especially if u make a lot of extensions and begin to manage a big world.

First 2 things that use a lot of memory is the skills/spells especially if u
 extend the list and the alias if u add this usefull command to ur mud. A good
 way to spare the memory is to transform the skill array and alias array in
 dynamic chained list. Most of time, players have just some of the skills and the monsters just rarely some ... this is why a lot of memory is lost if u use
the basic system with arrays.

Another trick to spare memory is to put all the strings they are repeatly loaded
in the object/mob structure in the index_data. then u had to add in the index_data
structure the fields for these string and a boolean var for know if it s the first
time that this kind of mob/obj is loaded. Then when u load a mob/obj for the
first time u read and allocate the string in the index table, and assign the 
pointers of the mob/obj structure to the same pointers. When u load again the 
same obj/mob, u just to assign the pointers to the same value as the index 
pointers.


The last thing to do, and i m trying it ... but i m still not finished and would
be interested if anyone already did it, is to make a system that load in memory
only the active zones of the world, and remove the one they are no more visited
since a defined time. This would certainly spare a lot of memory, and avoid to
lost a lot of CPU time with some spec-procs for mobiles they are in un-visited 
zones.


BigCat for MUME : lbdsun4.epfl.ch 4000 or 178.128.77.5 4000.
 
Newsgroups: rec.games.mud.admin
From: darius@starbird.WPI.EDU (Christopher J Scanlon)
Subject: Re: A relatively new mud...
Summary: The mud's type?
Keywords: diku, diku, diku
Organization: Worcester Polytechnic Institute
Date: Tue, 18 Aug 1992 00:58:28 GMT

I think in rec.games.mud.announce he said it was a DikuMUD... it was 
omitted from the other crossovers however.

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



Newsgroups: rec.games.mud.admin
From: mnfriedr@cip.informatik.uni-erlangen.de (Martin Friedrich)
Subject: Re: A relatively new mud...
Organization: CSD., University of Erlangen
Date: Mon, 17 Aug 1992 05:04:34 GMT

arioch@ccwf.cc.utexas.edu (Brett Hurt) writes:

>Hi there is a relatively new mud on the scene that I wanted to post about,
>that is doing incredibly well.  In just 1 1/2 months we have gotten over
>2000 registered users.  We have almost 5000 rooms to explore, with 5 more new
>areas being built.  We have a metaphysician, although we call him the
>DungeonMaster (this allows single-classed characters to trade exp points for
>stats, hitpoints, freedom from hunger/thirst, mana, etc.  We have a multiclass
>system... you can be up to 3 classes (4 upon request)... We have over 115
>spells, skills (including polymorph, resurrection, dodge, berserk, astral
>walk, and many many more).  And we have a really nice playing environment,
>all of our users seem to be very friendly, and helpful.

Nice, nice, nice, but why just don't you tell us, what type of mud this
is??? (Most important thing of all)

-Efchen (on vacation for two weeks)
---
   /~\   |  Martin Friedrich                   IRC/MUD: Efchen 
  C oo   |  Postfach 1602           TAPPMud: Sir Efchen, Knight of Elvendar
  _( ^)  |  8520 Erlangen
   ~\    |  GERMANY           email:mnfriedr@cip.informatik.uni-erlangen.de
---------------------------------------------------------------------------
          Yes means no and No means yes. Delete all files? [Y]
From: fsmar@acad3.alaska.edu
Newsgroups: rec.games.mud.admin
Subject: Re: Looking for a site
Date: 20 Aug 92 01:15:36 GMT
Article-I.D.: acad3.1992Aug19.171536.1
Organization: University of Alaska Fairbanks

In article <1992Aug18.200420.1@cc.newcastle.edu.au>, c9107215@cc.newcastle.edu.au (So right, this night could be dynamite) writes:
> 
> 
> G'day,
> 
> I hope that this isnt a fruitless exercise and that someone out there will
> be interested, but, here goes...
> 
> I want to set up a mud, and I need a site and someone willing to help... I
> have all the knowledge (and a mudlib) needed for the job, just nowhere
> physical for it... so if you are interested in helping to run a mud, and
> have somewhere I could put one.. please gimme a call...
> 
> The theme for my mud is very original and hopefully will be a great hit.
> 
> Lemme know...
> I am running out of places to turn
> Scott
> 

        Lemme guess .. 

     You'd need an account on the machine, lots of space, and I would get
to be the Co-Imp?  Right?

     Why does your plea sound like all the others?  Another fool who wants
to run a mud, but not enough to do it him self.  If you want to run it that
badly, the quit whining for help (unless your one of the bunch who can't even
write code) and set it up.  Shouldn't cost you more that $500/year...
Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Looking for a site
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 20 Aug 92 02:06:50 GMT

In article <1992Aug19.171536.1@acad3.alaska.edu> fsmar@acad3.alaska.edu writes:
>     Why does your plea sound like all the others?  Another fool who wants
>to run a mud, but not enough to do it him self.  If you want to run it that
>badly, the quit whining for help (unless your one of the bunch who can't even
>write code) and set it up.  Shouldn't cost you more that $500/year...

For someone who doesn't appear to know the merits of any particular cases,
this is a singularly stupid and ignorant piece of crap. First, unless you
know this guy and have had bad experiences with him in the past, who are
you to sit in judgement on him? The only crime he's committed is not having
access to a machine that will let him run a MUD, of which 99%+ of us are
guilty.
   Second, since you didn't claim there was any particular thing about his
post that made him look like a poor admin, I'm forced to conclude that you
would have this opinion about anyone who posted on this group looking for
a site. I know personally of several groups at TMI who don't have sites and
have posted here looking for one. They're all sharp, qualified individuals,
good coders, and I hope people who have access to sites but don't have the
skills to run their own MUD will hook up with these people and get some more,
different, innovative MUDs up and running. Why, when you have no evidence
either way, do you have to conclude that this guy is an unqualified jerk?
  Your post can only serve to deter this guy from trying to get his MUD set
up, and maybe to make other people unwilling to try to get sites, for fear
that people will give them the same kind of shit you're giving them. That 
kind of behavior is only going to stifle the development of new MUDs. I
don't know why you get off on this sort of behavior, but do us all a favor
and stuff it in a sock, OK?

#ifdef FLAME 0
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu

"We have met the enemy and he is us" - Walt Kelly
Newsgroups: rec.games.mud.admin
From: michael@iastate.edu (Michael M. Huang)
Subject: Re: What MUD's do we admin??
Organization: Iowa State University, Ames IA
Date: Wed, 19 Aug 1992 20:30:59 GMT

In <1992Aug19.162300.5624@dartvax.dartmouth.edu> Edward.L.Wallace@dartmouth.edu (Edward L. Wallace) writes:

>Hear hear! The MU*'s where I retain my 'wizard' bits (they are MUSEs so
>we call 'em different things. :) ) operate with a 'council' where
>policy is made via consensus. Any dissenting vote can delay/prevent an
>action.  This _can_ make policy discussions long and tedious, but it
>_never_ results in active wizard revolts, intense online politics, or
>anything similarly stupid. My experience and preference leans towards
>shared responsibility and a 'shared God' as FurryMUCK has.

Whoa... no "never results in ... intense online politics"?  I don't know what
kind of people play your mu* :)  but i think we can all safely bet that there
will be "more" intense online politics in a "council" setting than in a one-man
operation setting.  Ever heard of Axis and Allies? :)

-michael

Newsgroups: rec.games.mud.admin
From: guddt@uniwa.uwa.edu.au (David Bennett)
Subject: Re: Looking for a site
Organization: University of Western Australia
Date: Thu, 20 Aug 1992 05:17:56 GMT

fsmar@acad3.alaska.edu writes:
>        Lemme guess .. 

>     You'd need an account on the machine, lots of space, and I would get
>to be the Co-Imp?  Right?

>     Why does your plea sound like all the others?  Another fool who wants
>to run a mud, but not enough to do it him self.  If you want to run it that
>badly, the quit whining for help (unless your one of the bunch who can't even
>write code) and set it up.  Shouldn't cost you more that $500/year...

Oh yeah.  Right.  Sounds like everyone I know definately.  How about was
running a mud on a real site and suddenly lost it muds?  This is a
wonderful generalisation and a pitiful attempt at a personal attack.

I am glad you see this in a nice and clear light.

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: rorschak@daimi.aau.dk (Jesper Lauridsen)
Newsgroups: rec.games.mud.admin
Subject: Re: A relatively new mud...
Date: 20 Aug 92 00:15:40 GMT
Organization: Exile Government of Bramming

scg@mentor.cc.purdue.edu (Scott Goehring) writes:

>That's because I edited the post to rec.games.mud.announce to include
>that little tidbit of information.  Therefore, he didn't say it was a
>Diku, *I* did. :)

He did say it was a Diku - the port number was 4000 :-)
-- 
No News is Bad News
From: Edward.L.Wallace@dartmouth.edu (Edward L. Wallace)
Newsgroups: rec.games.mud.admin
Subject: Re: What MUD's do we admin??
Date: 19 Aug 92 16:23:00 GMT
 <86195@netnews.upenn.edu>  <1992Aug14.150730.18118@sol.cs.wmich.edu>
Organization: Dartmouth College, Hanover, NH

In article <1992Aug14.150730.18118@sol.cs.wmich.edu>
amundson@sol.cs.wmich.edu (Tugrik d'Itichi) writes:

> Not all TinyM*'s are 'one-god, many wiz'.  FurryMUCK, for example, as well > as the administration-in-the-making of AnimeMUCK, are using a "shared GOD"
> character, giving each wizard equal ruling.

Hear hear! The MU*'s where I retain my 'wizard' bits (they are MUSEs so
we call 'em different things. :) ) operate with a 'council' where
policy is made via consensus. Any dissenting vote can delay/prevent an
action.  This _can_ make policy discussions long and tedious, but it
_never_ results in active wizard revolts, intense online politics, or
anything similarly stupid. My experience and preference leans towards
shared responsibility and a 'shared God' as FurryMUCK has.

> Oh, and it's not always one-to-one.  Some crazies (wicked grin) run more > > than one MU*.

Ain't it great?

Falryx @ Most places
From: amundson@sol.cs.wmich.edu (Tugrik d'Itichi)
Newsgroups: rec.games.mud.admin
Subject: Re: What MUD's do we admin??
Date: 14 Aug 92 15:07:30 GMT
Organization: Western Michigan Univ. Comp. Sci. Dept.

In article <86195@netnews.upenn.edu> lwl@eniac.seas.upenn.edu (Lydia Leong) writes:
>
>One might figure that the number of each type of mud admin corresponds 
>rather closely to the number of each type of the mud out there. Scott
>Goehring's Mudlist is thus probably the place to look.  
>
>Unless one counts "wizarding" as administration (possible), there's
>a roughly one-to-one correspondence between The Power That Is and
>the MUD.  LP-muds seem to frequently have several Powers That Be,
>whereas TinyM*s seem to tend towards One God, Half-a-dozen-or-so
>Wizards.
>
Not all TinyM*'s are 'one-god, many wiz'.  FurryMUCK, for example, as well as
the administration-in-the-making of AnimeMUCK, are using a "shared GOD"
character, giving each wizard equal ruling.

Oh, and it's not always one-to-one.  Some crazies (wicked grin) run more than
one MU*.

>/-----------------------------------------------------------------------------\
>|  Lydia Leong / Amberyl  |  The few. The proud.       |  lwl@csa.bu.edu      |
>|  lwl@seas.upenn.edu     |  The certifiably insane.   |  lwl@elof.iit.edu    |
>|  lwl@imsasun.imsa.edu   |  The wizards of PernMUSH.  |  130.43.3.3 4201     |
>\-----------------------------------------------------------------------------/
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.admin
Subject: Re: A relatively new mud...
Date: 17 Aug 92 18:55:38 GMT
Organization: =CSE Dept., U.C. San Diego

>Nice, nice, nice, but why just don't you tell us, what type of mud this
>is??? (Most important thing of all)

Well, it use character classes, so it must be yet another D&D clone :-)
-- 
Darin Johnson
djohnson@ucsd.edu
    Macintosh - you can buy better, but you can't pay more!
Xref: sparky rec.games.mud.admin:300 rec.games.mud.diku:194 rec.games.mud.misc:557 rec.games.mud:8372