HDTenEightyP/NetNews huggingface dataset:
From: Richard.Dalton@newcastle.ac.uk (Richard Dalton)
Newsgroups: rec.games.mud.lp
Subject: Re: Wizard etiquette
Date: 2 Oct 92 13:35:07 GMT
Organization: University of Newcastle upon Tyne, UK, NE1 7RU

ssj@ais.org (Stephen S. Johnston) writes:

>In article <ssurpeat.717778947@reading> ssurpeat@csug3.cs.reading.ac.uk (Richard
> T Peat) writes:

[Stuff about 'dest' etc deleted]

>>I'd just like to add my voice and say that wizards are far to powerful to
>>be involved in an LPMud proper. What would seem a good solution would be
>>to have player wizards, who are still players, and imortals, who are the same
>>as the current wizards.

>I hear that does happen on some muds. 
>Personally, I think if a wiz can be trusted with the commands of a wiz, 
>why stop them from using the commands.  Annoying mischief is one thing, 
>but strictly forbidding player-wiz interaction is kind of silly. 
>Just my opinion.  

I agree with Stephen Jonhston, wizards should be trusted not to abuse
their commands and should be free to mix with the players freely. It 
allows the players an insight into the world of wizards and makes players
feel that their opinions are taken into consideration if they can be seen
to be talking with wizards and gods. If wizards DO abuse their commands
then they should be warned the first time and demoted the second. Wizards,
IMHO should always be helpful and aproachable.

Just my two gold coins worth *8^)

	Rich. 
		'Zaph' on Farside and various others.
Newsgroups: rec.games.mud.lp
From: adam@arcadia.mc.phillip.edu.au (Adam Eberbach)
Subject: LPC, coding, wizards, mud
Keywords: Send me LPC tutorials
Reply-To: adam@arcadia.mc.phillip.edu.au
Organization: Dept. Maths & Comp, RMIT ( Bundoora )
Date: Thu, 1 Oct 92 00:27:49 GMT

I am a new wizard, and not much good at LPC yet - I once saw a 
thing called The LPC Institute, telnettable to, just like a mud.
Does anyone have the address of it?
 
Also does anyone have a LPC manual, or good examples, or tutorials
they could mail me? I'm interested in making the castle as much like an
80's text advanture as possible, with sophisticated parsing of commands
and as much detail as possible but the lack of knowledge is holding me back.




Newsgroups: rec.games.mud.lp
From: sh666@selway.umt.edu (Buddy Hackett)
Subject: Nightmare?
Organization: University of Montana
Date: Thu, 1 Oct 1992 04:19:28 GMT

Anyone affiliated with Nightmare know when its going to be back?
If so... were they just upgrading it to MudOs, or were they also
putting the class skills, bug fixes, etc in?  Just wondering...

						Ysidro @ Nightmare

Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re:  A Working Mud Economy
Organization: DSG, Stanford University, CA 94305, USA
Date: Wed, 30 Sep 92 22:49:47 GMT

In article <1992Sep30.204052.5620@Princeton.EDU> acoggins@stone.Princeton.EDU (Adam Cody Coggins) writes:
>
>Perhaps Total Money supply should be made proportional to the 
>number of active players--otherwise, there might be a trend towards
>everyone's net worth decreasing as more players join.

The problem is to define an active player. Otherwise, yes. Total character
creations is problematic because you keep money on hand for people who have
since stopped logging in. Most MUDs aren't in a good position to track the
number of people who logged in in the last week. If you do a regular character
purge, and subtract off the number of people purged, then maybe this could
be done... I don't think too many MUDs do that though.
Actually, the problem is not to keep money parallel to players, but parallel
to the number of items in the game. Normally when players increase, wizzes
respond by stocking shops with more goodies, adding more monsters, etc. If
you add to the money supply whenever you add goods, then things should work
out OK.

>Another question: is there a game mechanism for adding value to capital?
>(In the non-MU* world, this could be manufacturing cheap raw materials
>into expensive goods.)

Hm. I don't think this is the right paradigm to think about. You should
treat labor as an input into the production process. Then, the price of
the good should equal the cost of the raw materials plus the cost of the
labor. IMHO, players should not be allowed to provide labor: that's not
their niche in the economy. I guess you could allow a player to make goods
if you wanted to...
-- 
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!
From: dixjb@silver.lcs.mit.edu (Jonathan Barrymore Dix)
Newsgroups: rec.games.mud.lp
Subject: Bug with Copy
Date: 29 Sep 92 02:16:45 GMT
Organization: MIT Laboratory for Computer Science




I am trying to get copy to work inside my mud:

  System: running on Ultrix Unix

  Driver:  3.1.2 in COMPAT mode with 2.4.5 mudlib

   Now FIRST to the gentleman who told me RENAME can't work
in COMPAT_MODE, well it works ;)

   These are the errors when I tried the game inside the game.

Current object was obj/player#5
1013af85: 374          file_name                 (1)
1013af86: 277      529 string                    (1)
1013af89: 265        1 push_local_variable_lvalue (2)
1013af8b: 307        3 sscanf                    (3)
1013af8d: 270          const1                    (1)
1013af8e: 292          ==                        (2)
1013af8f: 258          jump_when_zero            (1)
1013af9b: 257    14362 jump                      (0)Connection closed by
foreign
 host.
[3]    Illegal instruction  driver 3000 (core dumped)


Any other information gladly given.
Newsgroups: rec.games.mud.lp
From: mario@netcom.com (Branden L. Spikes)
Subject: Re: Player killer MUDs ??
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Sat, 3 Oct 1992 04:48:57 GMT

In article <1992Oct01.155642.14320W@skylark.edb.tih.no> stigh@edb.tih.no writes:
>Howdy!
>
>I'm a bit tired of just beeing good friend with all the players..
>If you have a list of some cool player-killer muds, 
>PLEEAAASSEE email ...
>
>Thanx in advance...
>

Why yes, I do happen to know of such a mud :)  It's Rogue.  See signature.

	     -= Branden Spikes (mario@netcom.netcom.com) =-
   -= God of Rogue (Player Slayer Mud) (boobytrap.spies.com 2222) =-
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: Quicktypers
Date: 27 Sep 92 19:18:26 GMT
Organization: =CSE Dept., U.C. San Diego

>	No, we don't have it anymore. Instead, we have a builtin
>	preparser in players with support in gd.

Ahh, be prepared for new players to pass you by when they can't
find any quicktypers :-)
-- 
Darin Johnson
djohnson@ucsd.edu
    "I wonder what's taking Guybrush so long..."
Newsgroups: rec.games.mud.lp
From: skenny@pico.engr.mun.ca (Shawn Kenny)
Subject: Re: Mudlist
Organization: Memorial University of Newfoundland
Date: Thu, 1 Oct 1992 15:48:25 GMT

gomodei@gucis.cit.gu.edu.au (Gavin Omodei) writes:

>Hi. Just wondering if some kind soul out there could send
>me a reasonably complete listing of all the MUD's known 
>to man.
>Please send it to: gomodei@gucis.cit.gu.edu.au

>Thanks in advance.

Yes if such a list exists then I would like to obtain a copy --- whether
it be by e-mail or through this group.
--
"There is the smell of an election in the air. Some of you believe it is
the smell of tar and asphalt... I assure you, however, that it is indeed
the smell of an election." -   John Savage, Leader of the N.S. Liberals.
                           skenny@pico.engr.mun.ca St. John's, NF Canada
From: d1wzm@dtek.chalmers.se (Kristian Wiklund)
Newsgroups: rec.games.mud.lp
Subject: Re: x windows for lpmud???
Date: 6 Oct 92 06:50:54 GMT
Organization: Chalmers University of Technology, Gothenburg Sweden

grspangler@ualr.edu writes:

>is there such a thing as an x windows client for lpmud???

Working on one... 8-)

greetings

K. Wiklund

>===========================================================================
>USMailNet: Guy R. Spangler  2801 S University Ave  Little Rock, AR  72204
>AT&TNet:   (501)569-3345
>InterNet:  GRSPANGLER@UALR.EDU

>Disclaimer: What?!?!?  I didn't say that!!!!!
--
------------------------------------------------------
This is a stupid signature.
From: dali@hardy.u.washington.edu (Lance J. Jensen)
Newsgroups: rec.games.mud.lp
Subject: Re:  A Working Mud Economy
Date: 1 Oct 92 02:21:23 GMT
Organization: University of Washington, Seattle

In article <1992Sep30.204052.5620@Princeton.EDU> acoggins@stone.Princeton.EDU (Adam Cody Coggins) writes:
>In article <christiansen-180992131335@128.95.214.201> christiansen@chevax.cheme.washington.edu (derek x christiansen) writes:
>>There are a couple of questions I would like answered about the previous
>>post,
>>and I'd like to make a couple of points/suggestions, which will hopefully 
>>create some discussion.
>>
>>Firstly, is there any problem with keeping the amount of money constant
>>when the
>>number of players will continually increase?  It seems to me that there may
>>or
>>may not be, but that even if there is, occasional 'printing' of money by
>>the
>>central bank would/could relieve it.

Well, If you have a money supply that is constant, or even linked to the
number of players, then the prices for the goods will have to change. If the
players can't buy something the price will have to come down (supply and demand)
and if the players begin to buy a lot of something the price must go up. Also,
what if the shop runs out of items a player wants? Is there a limit on what the
shop can make at a time... do they need resources? Can the supply of short swordbe exhausted, forcing players to buy different weapons (for example)? Can the
players trade goods for other goods and services? Etc Etc...

>>-Poe-> Chris.
Newsgroups: rec.games.mud.lp
From: kaczorc@woods.ulowell.edu
Subject: Re: Wizard etiquette
Organization: University of Lowell
Date: Sat, 3 Oct 1992 03:44:22 GMT

> I agree with Stephen Jonhston, wizards should be trusted not to abuse
> their commands and should be free to mix with the players freely. It 
> allows the players an insight into the world of wizards and makes players
> feel that their opinions are taken into consideration if they can be seen
> to be talking with wizards and gods. If wizards DO abuse their commands
> then they should be warned the first time and demoted the second. Wizards,
> IMHO should always be helpful and aproachable.
> 
> Just my two gold coins worth *8^)
> 
> 	Rich. 

I agree wholeheartedly.  (Ug...maybe I HAVE be mudding too long)  =)

			Zor

Newsgroups: rec.games.mud.lp
From: jblonon@midway.ecn.uoknor.edu (Jason B Lonon)
Subject: get_dir() checking valid_read()
Summary: looking for help
Date: Fri, 2 Oct 1992 16:57:30 GMT
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK, USA
Keywords: get_dir,valid_read

Hi, I was experiencing a problem and though i would attempt to post
it here (I am terrible with nn.. *sigh*)
Anyway.. I was working on a security system for domains ..
(this is an Lpmud 3.0 mudlib and 3.1 driver
	Anyway.. my question/problem is that whenever a wiz does an
'ls' on a directory.. why does it check every file for read permission ?
Is there a way for it to just check the directory.. because what is
happeing is that I get a lot of files in a directory.. and BAM!
You can't list it anymore because of a 'too long evaluation'
error.. I understand, its doing securtiy checks on a lot of files..
So, to help fix this I am writing a quicker security checker.. but
that still does answer my question.. can I make it so that
valid_read() is just called for the directory?
	Any help will be kindly appreciated..

	jblonon@slug.ssc.gov
From: edmonds@cs.ubc.ca (Brian Edmonds)
Newsgroups: rec.games.mud.lp
Subject: MudOS 0.8.14 micro-mudlib
Date: 28 Sep 1992 18:09:23 -0700
Organization: Computer Science, University of B.C., Vancouver, B.C., Canada
Distribution: world
NNTP-Posting-Host: cobra.cs.ubc.ca

Last summer I started writing a small mudlib based on many of the
concepts we developed at TMI, but rewritten entirely from scratch.  I
have now decided that this mudlib has reached the end of the line as
a generic development project.  I'm moving on to more genre-related
development, and thought I would release the basic mudlib for the
perusal of the general mud.lp.people.  If you're interested, you can
get it by anonftp at cs.ubc.ca, as /pub/pickup/mudos/Simple.tar.Z.  Be
forewarned, that it is very basic, and does not contain many things
which would be needed in a playing mud (such as combat, fs access for
users other than the owner, etc).  It is, however, very unspecialized,
and contains no extra baggage for those who wish to create a non-
fantasy genre mud.

A few of its more novel features:
  1. Usernames/passwords/etc are stored in /etc/passwd rather than in
     the player object save files, which allows a much cleaner impl of
     finger (for example).  This may blow up on muds with many players
     but could probably work with a bit more performance tweaking.
  2. Virtual room description language.  Based on what I saw by
     Truilkan at TMI, but enhanced some.  Still a little too basic for
     complex areas though.
  3. Every object has a publicly accessible, run-time extensible
     variable space, with varying access permissions.  Buddha also has
     implemented this in his mudlib (last I heard), but somewhat more
     complex -- possibly more useful too.  *shrug*
  4. All player and wizard commands are under /bin, rather than in the
     player object -- allows more flexibility in runtime command
     modification.  This was a TMI standard, which I'm sure is in use
     in a number of places now.
  5. The Jubal soul. :)  All soul commands are defined in a data file,
     using a number of standard forms -- allows addition of new
     commands without writing any LPC.  Also allows user customizable
     adverbs.
  6. Smaller, and a tad less cluttered than the TMI release.

I don't really expect anyone to use this mudlib, but I remember when I
was starting out, I liked to look at every bit of code I could get my
hands on.  This should give people some idea of basic mudlib design,
without the complexity of a playing mudlib.  Constructive feedback by
email would be appreciated.

----------------------------------------------------------------------
Jubal                                               TMI, GodNet, Antan
----------------------------------------------------------------------
Brian Edmonds (MSc CompSci)                          edmonds@cs.ubc.ca
Newsgroups: rec.games.mud.lp
From: jkscott@eos.ncsu.edu (JENNIFER KAYE SCOTT)
Subject: Wizard etiquette
Originator: jkscott@c00508-119rd.eos.ncsu.edu
Reply-To: jkscott@eos.ncsu.edu (JENNIFER KAYE SCOTT)
Organization: North Carolina State University, Project Eos
Date: Sun, 27 Sep 1992 05:32:38 GMT


Am I wrong in understanding that wizards and elders should
stay out of player affairs?

I was on ### mud tonight, and the wizards were all in the
affairs of the players.

I am a wiz on a mud, and would not have done half of the
player-interference that they did.

Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud.lp
Date: Mon, 28 Sep 1992 12:55:14 -0400 
From: "Michael L. Yacht" <my3k+@andrew.cmu.edu>
Subject: Re: Overdrive?

Good question, I heard that it was coming back up someplace soon, that
they had gotten a site or somesuch.  Fellas!  Keep us posted!

-Mike Yacht
-Carnegie Mellon University -- School of Computer Science
====================================================================
Mike Yacht             || specter+@CMU.EDU
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: Re: Gamedriver survey
Date: 4 Oct 1992 22:57:40 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


In article <1992Oct3.235822.10384@fy.chalmers.se> jacob@fy.chalmers.se (Jacob Hallen) writes:
>
>I'm not speculating. I'm posing questions that a prospective user should ask
>himself. And there is a very big difference. TMI is without a site at the
>moment, and from my experience the efforts that are put into a mud project
>quickly drop if the project lacks a site where the efforts can be coordinated 
>and tested. Also, your analogy with 2.4.5 -> 3.whatever doesn't hold.
>It's no big deal to convert a 2.4.5 mud to use the CD gamedriver or 3.1.2
>non compat, so noone is really left out in the cold. However, you may be
>far from the mainstream with a very long way back if you utilise the
>special features of a new gamedriver and find that support of it has
>gone away.

well, the fact that TMI is no more doesn't at all imply that there is no
place to develop the MudOS driver.  The MudOS driver coders *do* have a 
small mud to meet on to discuss their work and exchange ideas, as well
as two of the biggest LPmuds on the net to test the code with...
Genocide and Overdrive, which you may notice are some of the only muds
using a MudOS higher than 0.8.14... when Genocide and Overdrive are
extremely stable, expect a release... ;-)

As for support... I guess it depends on whether you are left with a 
solid, stable driver which can be used for quite a lot and is very 
readable, or if you are left with a buggy hack that crashes all the
time and still seems very limited...  None of us will be supporting
game drivers forever...


>
>Jacob Hallen
>

Adam Beeman

-- 
#include <std/disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
From: sh666@selway.umt.edu (Buddy Hackett)
Newsgroups: rec.games.mud.lp
Subject: Re: Unique MUD themes!  (and some "need sites")
Keywords: themes
Date: 1 Oct 92 22:32:25 GMT
Organization: University of Montana

How about a MUD set in the American 1920s.  Gangs... racketeering,
cops, spies, assasins, family 'dons', etc.  Gangs compete for turf
and cash through various means.  Cops gain power by arresting/shutting
down gang operations.  Oh well.  Just a thought....
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: Re: Mud for Interactive Unix
Date: 29 Sep 1992 22:51:32 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


In article <1aacd7INNdov@usenet.INS.CWRU.Edu> ak853@cleveland.Freenet.Edu (Eric Blade) writes:
>
> Oops, accidently deleted the line. Anyway, you said that MudOS 0.9
>would run on a System III.  How much space would a minimal 0.9 take up,
>if/when it is completed ? Could you email me at this address when it is,
>and where it is available?
>

While I'm not Blackthorn, I do believe I could give a qualified answer
here:
	The current MudOS 0.9 mudlib I'm working on (there are others)
fits into an account with a 5 meg disk quota, *with* the executeables
and with the game driver source in a tar.Z file... Of course, this only
has a basic village and no castles, and just a few developer directories.
The real space gets chewed up when people start writing areas and you
give a million people directories...

	As for mailing people when it's done... hmm... I've got a few
email addresses already of people who want me to mail them when it's done,
and each time someone asks all I do is save their mail in a file... eventually
I'll probably throw it all out, hopefully *after* mailing them.

	Rest assured, we will post something.





-- 
#include <std/disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
Organization: Freshman, H&SS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud.lp
Date: Thu,  1 Oct 1992 02:25:46 -0400 
From: Adam Darby <ad2n+@andrew.cmu.edu>
Subject: Re: The UNDERDARK
	<1992Sep30.234508.2345@ncsu.edu>

does that mean that drow elves will be available as PC's on forgotten realms?
if so, is it possible for an elven character to become drow?
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: Nirvana is the Jerk Mud
Date: 5 Oct 92 22:28:33 GMT
Article-I.D.: sdcc12.39043
Organization: =CSE Dept., U.C. San Diego

In article <1992Oct5.202646.26849@njitgw.njit.edu> te1349@newark1.njit.edu (Leafweir) writes:
>This next message is to show how big the assholes at Nirvana are. With
>in 30 seconds they were trying to pick up on me and the Merlyn was the
>biggest ass of all.

>You tell overkill Maybe later big boy.
>You are Last name Hahn very hot and horney Jessica the utter novice ...

>Pearljam tells you: i like your title
>tell pearljam Thanks.

>Lasso tells you: NICE description.....
>tell lasso Thanks.

>Jessica-->walks seductively past you rubbing in all the right places.
>->> Merlyn smiles at you.
>You give merlyn a REAL kiss..it lasts a long time...

Hmm, looks like you were advertising for propositions pretty well.
So they're asses for responding to this?  (well, maybe chuckw was)
If they are guilty of anything, so are you.  Get a life (and a clue).

(and no, before anyone says it, this is not at all the same thing
as "it's rape no matter what you're wearing", since it wasn't rape)

-- 
Darin Johnson
djohnson@ucsd.edu
    Strange things are afoot at the circle-K...
Newsgroups: rec.games.mud.lp
From: ender@cs.montana.edu (Jacob Cormier)
Subject: Re: PC Mud
Organization: Dept. of Computer Science, MSU, Bozeman Mt 59717
Date: Mon, 5 Oct 1992 03:30:20 GMT

In article <1992Oct3.063936.7795@sol.cs.wmich.edu> yangq@sol.cs.wmich.edu (Qingkuang Yang) writes:
>In article <1992Oct1.042202.8934@coe.montana.edu> ender@cs.montana.edu (Jacob Cormier) writes:
>>I have changed all the file names in kantele's castle to pc names and
>>installed it, but afger I pull the rope and the manservant comes out, the line
>>'What?' comes up.  Does anyone out there know what's up?
>>
>>Also, I am having wizard problems.  The only directory that a wizard can see
>>is his own.  I can't even see the doc directories within the game.  I have
>>to shell out to do anything.
>>
>>One more thing...   :-)
>>How do I go about creating a God character?  Do I need to do something special?
>>
>>Thanks for your support!
>>
>>PS.  If there is any interest, I will put up the pc-ified kantele's castle up
>>	  at a FTP site.
>>--------------------------------------------------------------------------------
>>Jake Cormier | Poncho Magoo's, the worlds only Irish-Mexican | No,  I don't know
>>ender@caesar.cs.montana.edu    |   restaurant, located in    | what kind of food
>>oususajc@trex.oscs.montana.edu |  scenic Kalispell, Montana  | they really serve
>
>All I want to tell you is that if you are trying to run a mud, STOP IT!!
>

E*t me.  I'll do what I want to on my own PC.
Newsgroups: rec.games.mud.lp
From: ssj@ais.org (Stephen S. Johnston)
Subject: Re: Wizard etiquette
Organization: UMCC
Date: Sun, 4 Oct 1992 21:30:06 GMT

In article <1992Oct2.213610.708@mcshh.Hanse.DE> amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:
>ssj@ais.org (Stephen S. Johnston) writes:
>
>...
>>to update a player's carried weight (at least, in 3.x).  Btw, on 
>>the old HeroMud, we used to have "parties" in players.  It was 
>>pretty fun to go invis and move yourself to a player's inventory.  
>>I can recall about 15 wizzes being in one player's possession 
>>giggling and chatting to each other on the wiz channel.  All at 
>>once, we turned visible and someone did a "force <playername> inventory". 
>>Hee hee.  Not that I want to give any wizzes dangerous ideas.  ;)
>
>Oh, there are ways of dealing with this on most muds as a player. Find
>a trashbin and toss the wizards into it, or sell them in a recyclic center.
>That's as effective as the wizardsbane.
>
>	Amylaar

I'm not sure what "wizardsbane" is, but it sounds like a poorly 
coded mud, IMHO.  :)  In lp, at least, it's quite easy to 
prevent players/wizzes/admins from being dested by other players.  
But, hey, if it works for you, great.  ;)
From: newsome@panix.com (Richard Newsome)
Newsgroups: rec.games.mud.lp
Subject: Re: I miss LustyMUD
Date: 27 Sep 92 01:08:43 GMT
Organization: PANIX Public Access Unix & Internet, NYC

Yay!!!!

   --Bloodstar