HDTenEightyP/NetNews huggingface dataset:
From: jdlst4+@pitt.edu (James D Levino)
Newsgroups: rec.games.mud.misc
Subject: Re: how many players?
Keywords: stats, MU*s, trivial info
Date: 11 Dec 92 22:31:05 GMT
Organization: University of Pittsburgh

In article <1992Dec11.184635.19552@seas.gwu.edu> salomon@seas.gwu.edu (A. Lee Salomon) writes:
>
>what's the highest number of players you've seen logged onto a MU* at any one
>time?  i understand the number can reach as high as about 100, but i've never
>seen this (am lpmud player so i don't know if this has anything to do with it).
>just curious.  thanks

JediMud has been up to around 115 at times, and we average somewhere
around 75-95 people, depending on the time of day and how much homework
that the players have.  Undoubtedly, this will drop off in the comming
weeks, as finals are upon us.

Onivel

<no .sig file>
Newsgroups: rec.games.mud.misc
From: cks@hawkwind.utcs.toronto.edu (Chris Siebenmann)
Subject: Re: how many players?
Organization: Ziebmef home away from home
Date: 16 Dec 92 04:46:15 GMT

chupchup@ferkel.ucsb.edu (Robert Earl) writes:
| In summary, the number of MUD connections typically relies on what your
| kernel can do.  The record on Islandia was near 120 [...]

 I believe that during the last day of Islandia it hit about 145
connections; I'm not sure if Furry has equalled this in regular usage.
I suspect Furry has matched Islandia's connection record for regular
day to day usage, though.

--
"There are far too many demented mailers out there that just love to
 rip open your envelope, scribble all over the headers inside with a
 big black felt pen, and then seal it up again and send it on [...]"
	- Henry Spencer on trusting email headers
cks@hawkwind.utcs.toronto.edu	           ...!{utgpu,utzoo,watmath}!utgpu!cks
From: lusty@lusty.tamu.edu (Lusty Wench)
Newsgroups: rec.games.mud.misc
Subject: Re: Time you should connect
Date: 16 Dec 1992 03:13:18 GMT
Organization: Me
NNTP-Posting-Host: lusty.tamu.edu

In article <BzBt3H.I94@csn.org> richardf@teal.csn.org (Richard Forbin) writes:
>
>Hi all. I was telneting to a MUD this afternoon, and I got what looked like an electronic form letter from the net_police that told me not to use MUDS exept from between 1:00 am and 3:00 am.. Is this true for all MUDS??? Or just for the one I was hooked u
>p to at the time? there were other people on this on also...
>

This is more likely to be from the net_police at your local site.  Here
at Texas A&M the machines under control of the campus computing services
disallow any game playing, including telneting to muds, except between
the hours of midnight to 6 am.  Of course there are numerous departmental
machines and other workstations on which there are no such limitations.
There are some muds that have hours during which they are "open" for
business, but what you got sounds more like it's from your local system.

Lusty
Newsgroups: rec.games.mud.misc
From: chupchup@ferkel.ucsb.edu (Robert Earl)
Subject: Re: how many players?
Keywords: stats, MU*s, trivial info
Organization: (EVIL!)
Date: Mon, 14 Dec 1992 00:14:26 GMT

jfurr@nyx.cs.du.edu (JKF) writes:

| In article <1992Dec11.184635.19552@seas.gwu.edu> salomon@seas.gwu.edu (A. Lee Salomon) writes:
| >
| >what's the highest number of players you've seen logged onto a MU* at any one
| >time?  i understand the number can reach as high as about 100, but i've never
| >seen this (am lpmud player so i don't know if this has anything to do with it).
| >just curious.  thanks

| I see 100+ players on FurryMUCK all the time.  MasqueMUCK got up to 65 and
| then we hit a player limit since we hadn't installed a concentrator.  

65 is a funny number to hit the limit.  What's the descriptor limit
on your machine?  70?  It's usually 64, and any sort of MUD will save
1-4 descriptors for its own use, such as a listen socket, file I/O, etc.

Barring problems with slowdowns and just looking at sheer connection
numbers, the limit could be anywhere from 18 to 2046: stdio
implementations sometimes only allow 20 open FILE *'s; older UNIX systems
had a per-process descriptor limit of 64.  The workaround for this was
(and still is, some places) to write a concentrator that could manage
almost N^2 connections, where N is the per-process limit, by forking each
time one concentrator process ran out of fds.  This was tricky to get
right and I understand even the latest TinyMUD concentrator had nasty bugs.

Nowadays, systems such as SunOS have dynamic kernel tables for file
descriptor slots and can control this resource with an rlimit parameter.
Default on SunOS 4.1.x is 64 with a hard limit of 256.  Those running
muds on such systems may want to "unlimit descriptors" before they start
the mud.  Recent versions of AIX give around 2000 descriptors by default,
this was found out by accident on Time Traveller one day.  (Hi OJ!)

In summary, the number of MUD connections typically relies on what your
kernel can do.  The record on Islandia was near 120, which is undoubtedly
broken by Furry quite often, but OliverJones probably has a much larger
number from test runs---he's crashed his kernel with too many TCP
connections before.  :-)

-- 
robert earl          |
rearl@ucsd.edu       | "I got a bottle of tequila, baby, who needs friends?"
rearl@piggy.ucsb.edu |   --Johnette Napolitano, Concrete Blonde
Xref: sparky rec.games.mud.misc:1688 rec.games.mud.tiny:1140
From: ad2n+@andrew.cmu.edu (Adam Darby)
Newsgroups: rec.games.mud.misc
Subject: Muddweller
Date: 13 Dec 92 23:01:37 GMT
Organization: Freshman, H&SS general, Carnegie Mellon, Pittsburgh, PA

does anybody know if there are any new versions of muddweller out?
i'm getting frustrated with all of the currently available versions.
_______________________________________________________________________________
_
with love to lead the way,                     |Score|
i've found more clouds of grey,                |90.4%|
than any russian play could guarantee...       -------
___________________________________________    |adam darby              
if you like harry connick, jr.                 |purest being on earth
you are cool...                                |(and sick of it)
___________________________________________     _______________
ratio in effect!                                                       
                                                        
----------------------------------------| 
  the lines have no significance, they are beyond my control...
-------------------------------------------------------------------------
------                          
Newsgroups: rec.games.mud.misc
From: jfurr@nyx.cs.du.edu (JKF)
Subject: Re: how many players?
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Keywords: stats, MU*s, trivial info
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Sat, 12 Dec 92 06:38:47 GMT

In article <1992Dec11.184635.19552@seas.gwu.edu> salomon@seas.gwu.edu (A. Lee Salomon) writes:
>
>what's the highest number of players you've seen logged onto a MU* at any one
>time?  i understand the number can reach as high as about 100, but i've never
>seen this (am lpmud player so i don't know if this has anything to do with it).
>just curious.  thanks

I see 100+ players on FurryMUCK all the time.  MasqueMUCK got up to 65 and
then we hit a player limit since we hadn't installed a concentrator.  

These are social TinyMUCKs, not lp's.

FurryMUCK: 128.100.102.51 8888
MasqueMUCK: 132.206.3.32 4201
Space Madness: riemann.math.okstate.edu 6250


Newsgroups: rec.games.mud.misc
From: jmilhoan@magnus.acs.ohio-state.edu (JT)
Subject: Re: Is there any VARIETY out there? (games)
Organization: The Ohio State University
Date: Wed, 16 Dec 1992 20:47:00 GMT

In article <1992Dec16.002933.20593@thunder.mcrcim.mcgill.edu> mouse@thunder.mcrcim.mcgill.edu (der Mouse) writes:
>In article <1992Dec10.203816.4169@hellgate.utah.edu>, tolman%asylum.cs.utah.edu@cs.utah.edu (Kenneth Tolman) writes:
>
>> Is there a MUD where you can COMPETE and PLAY against other humans?
>> I mean like play hearts, or bridge, or Stratego, or Monopoly, or
>> ANYTHING
>
>Yes.  HoloMUCK (which is currently effectively siteless; see the
>posting about it in where was it, r.g.m.tiny probably) has or has had
>hearts, cribbage, Yahtzee, poker, and go, that I know of, and probably
>others I don't.
>
>					der Mouse

There was also chess and a few others, but the biggy I would have to say would be "Nasa" [kudos to Tim/Radagast ;)]!

Players could buy their own spaceships and impulse within sectors, warp to others, fire phasers or torpedos at eachother... beam to other planets, ships, starbases, or shuttles.  Also, various ship upgrades were available, like a faster warp drive or more phaser/shield strength.

JT aka Shatter@HoloMuck (but not JT at HoloMuck! ;)

Newsgroups: rec.games.mud.misc
From: jdeutsch@gmuvax2.gmu.edu (Jeffrey Deutsch)
Subject: Re: Diffrent new mud give it a try (Depraved)
Followup-To: rec.games.mud.misc
Organization: George Mason University, Fairfax, Va.
Date: Sun, 20 Dec 1992 06:50:50 GMT

In article <92343.123334IO11229@MAINE.MAINE.EDU> IO11229@MAINE.MAINE.EDU writes:
>this is a new mud that I've played a few times and grown to like a lot it's a
>pleasant change for those of you who need to get away from your average dragon
>slaying mud it's more modern it's kind of funny actually anyways enough of my
>babbling give it a try for yourself it's down right now but should be up today
>or tommorrow.
>
>Address 129.22.244.249 4000
>
	Is it an LPMud, Diku, MUCK, MUSH, MOO, what???

	Jeff Deutsch


-- 
Q: How many gun banners does it take to change a light bulb?
A: Let the police do it - private citizens can't be trusted with light
bulbs!
Xref: sparky rec.games.mud.misc:1699 rec.games.mud.tiny:1147
From: foxen@netcom.com (Foxen)
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny
Subject: Re: The most EVIL muf program ever????  :)
Date: 20 Dec 92 14:15:12 GMT
Organization: Fuzzball Software and Graphic Arts


Personally, I'd vote for the @desc virus that Doran uploaded to FurryMUCK.
Though, admittedly, it didn't really do anything harmful.  I seem to recall,
however, from back in the dark ages, that someone once made an @desc virus
on Brigadoon MUCK that changed your @desc to "little, yellow, different"
when you looked at anyone who was infected by it, and then you were infected,
yourself.

	- Foxen/Revar

-- 
        ___  __    ___   _   .   _^^        ____    foxen@netcom.netcom.com
 \   / |    |  \  |     | |  -> '-" \______/___/  Yet Another Furry Fan (YAFF!)
  `v'  |--  |--<  |---  `v'  '    ,| _____ |       "Support the Church of the
   |   |___ |   \ |      o       //||    |||           Holy Fur of Ilura!"
Xref: sparky rec.games.mud.misc:1690 rec.games.mud.tiny:1142
From: jfurr@polaris.async.vt.edu (Joel K. Furr)
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny
Subject: Re: Superhero muds out there?
Date: 19 Dec 92 22:40:11 GMT
Organization: Escape from Blacksburg, VA

In article <BzJ066.DL3@ecf.toronto.edu> chuong@ecf.toronto.edu (CHUONG HAN HSING) writes:
>Hello Mudders,
>
>    I've seen quite a few muds based on many different
>    themes and set in different environments, but have yet
>    to see a super-hero type mud where mutants and superbeings
>    run rampant throughout the land.

There've been a few.  Don't know of any up right now.  MasqueMUCK's
probably going to have superheroes and supervillians as its next theme,
probably sometime in January.  No details available at this time.
From: jfurr@polaris.async.vt.edu (Joel K. Furr)
Newsgroups: rec.games.mud.misc
Subject: Re: MUDs and Reality (Theory, LONG)
Date: 18 Dec 92 19:55:10 GMT
Organization: Escape from Blacksburg, VA

In article <BzGn4x.5sv@nic.umass.edu> wetmore@titan.ucc.umass.edu
(Hurin) writes:
>In article <71946@cup.portal.com> Tagi@cup.portal.com (Thyagi Morgoth NagaSiva) writes:
>>In other words, there is NO way to prove that the cyberMUD
>>goes away while we aren't there and the 'computer' which 'creates it'
>>has been turned off.  Likewise it is impossible to prove that
>>it IS there when nobody is experiencing it.
>
>Then, of course, the question of 'Who cares?' comes up.  You've got to learn
>to stop wasting your time.  It is entirely inefficient to sit around
>wondering if you exist.

[Much other fine flaming from Hurin deleted]

Attaboy, Hurin.  *applause*
Xref: sparky rec.games.mud.misc:1685 rec.games.mud:9170
From: falknemj@cnsvax.uwec.edu
Newsgroups: rec.games.mud.misc,rec.games.mud
Subject: Re: Santuary
Date: 18 Dec 92 22:42:17 -0600
Organization: University of Wisconsin Eau Claire

In article <BzGu22.EKy@ecf.toronto.edu>, chuong@ecf.toronto.edu (CHUONG HAN HSING) writes:
> Curious...
> 
> I've never worked with a cleric before, but
> what the hell is this spell called santuary
> that I keep hearing about?
> 
> Is it just a better 'armour' spell?

  Not quite.  Sanctuary is a spell where a person receives lesser damage per
strike by a (usually very tough) opponent.  It's used by "tanks" when they
fight harder monsters.

  A variant, "holy sphere", is used when you want to sanctuary all the members
of a given group, in case of area attacks, group attacks, or the monster
switching.

						Mike Falkner
From: jfurr@polaris.async.vt.edu (Joel K. Furr)
Newsgroups: rec.games.mud.misc
Subject: Re: MUDs and Reality (Theory, LONG)
Date: 19 Dec 92 22:13:08 GMT
Organization: Escape from Blacksburg, VA

In article <1992Dec19.081605.3057@wixer.cactus.org> rhodesia@wixer.cactus.org (Felix S. Gallo) writes:
>jfurr@polaris.async.vt.edu (Joel K. Furr) writes:
>>(Hurin) writes:
>>>
>>>Then, of course, the question of 'Who cares?' comes up.  You've got to learn
>>>to stop wasting your time.  It is entirely inefficient to sit around
>>>wondering if you exist.
>>
>>[Much other fine flaming from Hurin deleted]
>>
>>Attaboy, Hurin.  *applause*
>
>What in fucking particular about these ten words is so interesting,
>innovative or outstanding that you feel that over thirty thousand readers
>must share in the wealth of your sentiment, Joel?  Perhaps, in the soiled
>squealing mass of futility that is your personal world, to follow up to a
>great post is to share the glory, to stand in the limelight with the author.
>Perhaps you think, like some aborigines, that if you mention enough names
>of people with personalities that you will too eventually come to have one.
>
>Whatever the case is, I certainly hope you overcome this sophomoric tediousness
>before everyone surges out of their respective chairs and makes good on their
>overwhelming urge to ram your keyboard up your ass. 
>
>Sincerely,
>
>Felix


Hi, Felix, nice to hear from you.  How're Claire and the rat?
Newsgroups: rec.games.mud.misc
From: claebaur@shell.portal.com (Tony S Annese)
Subject: Re: ROGUE!
Keywords: rogue, mud
Organization: Portal Communications Company -- 408/973-9111 (voice) 408/973-8091 (data)
Date: Fri, 11 Dec 1992 23:52:25 GMT

In article <1992Dec10.174757.16961@magnus.acs.ohio-state.edu> npalmer@magnus.acs.ohio-state.edu (Nicholas P Palmer) writes:
>
>What do you all think of player killer muds? I personally play ROGUE,
>I quit playing genocide, it's too crazy. Playing ROGUE seems to be an
>interesting and enjoyable alternative to the quest and kill monsters
>MUDS I was indoctrinated on.

I play rogue also. Its relaxing to sit there and not have to be serious for
hours on end. The longest battle I have seen on there is an hour. Most run
about 30 minutes. It is a refreshing change from the quest/kill monsters
type mud. Keeps you on your toes. There is no wimpy and run to the town to
heal. You wimpy and the other person is going to follow and chase you down. 
I dont mind dying on there at all vice on a quest/kill monster mud. It's 
a relaxing game for me.


--
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
Tony Annese                                           claebaur@shell.portal.com
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
From: sadkins@bigbird.cs.ohiou.edu (Scott W. Adkins)
Newsgroups: rec.games.mud.misc
Subject: Re: Problems with Perilous Realms?
Date: 17 Dec 92 19:00:08 GMT
Organization: Ohio University CS Dept., Athens

In article <1992Dec14.195434.11046@vlsi.polymtl.ca> flipper@shannon (Philippe Desaulniers) writes:
>I've been trying to connect on Perilous Realms (telnet 140.211.111.20 2150) for the past 48 hrs, but i always get the host unreachable message...
>
>Is it a problem with Perilous Realms, or is it just my local net that isn't working properly?

The problem isn't with Perilous Realms, but with the network that runs around
Oregon State.  AT&T is apparently working on some of the problems, and thus
the network keeps going up and down all the time.  Hopefully things will 
become stable here real soon, and you can get back on with little difficulty.

Zucan

-- 
         Scott W. Adkins           Internet: sadkins@ohiou.edu
         ~~~~~~~~~~~~~~~                     ak323@cleveland.freenet.edu
    Ohio University of Athens        Bitnet: adkins@ouaccvma.bitnet
From: okolbu@ifi.uio.no (Olav Kolbu)
Subject: Re: LPMUD on Linux, anyone?
Organization: Dept. of Informatics, University of Oslo, Norway
Date: Sun, 13 Dec 1992 19:49:45 GMT
Originator: okolbu@solva.ifi.uio.no


I've got an LPmud up and running on my 0.98.6 Linux box. The memory 
problems haven't quite disappeared yet, but it takes about 4 hours 
before I have to shut it down so I can live with that... :-) Not sure
if its the kernal or the driver that causes the problems here, as I'm
running a _very_ hacked driver.

The EAGAIN problem can easily be fixed by obtaining the source for telnet
and checking for EAGAIN in the right place. It's still present under
0.98.6 if you don't do this. The only other problem I had
compiling the driver was that gethostbyname() didn't return at all and I
had to comment it out (hardcoding some structures instead.)

Maybe there is a market for releasing an LPmud binary with a working
telnet command since so many people seem to have problems compiling it?

					Olav

---------------------------------------=+=------------------------------------
Aragorn@NANVAENT (Administrator)       =+=      Olav Kolbu
130.159.220.8,3000 5pm-9am+sat+sun GMT =+=      okolbu@ifi.uio.no 
---------------------------------------=+=------------------------------------
        NO, THERE IS ONLY ME. THE _FINAL_ FRONTIER.             -Death

Xref: sparky rec.games.mud.misc:1565 rec.games.mud.tiny:1074 rec.games.mud.admin:921
From: brumleve@gauss (Dan Brumleve)
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny,rec.games.mud.admin
Subject: Re: Roleplaying
Date: 11 Dec 92 18:02:16 GMT
Article-I.D.: news.Bz3wru.MEC
Organization: University of Illinois at Urbana

iav@po.CWRU.Edu (Ian A. Verschuren) writes:


>In a previous article, Edward.L.Wallace@dartmouth.edu (Edward L. Wallace) says:

>>How do you think roleplaying should be encouraged on a MU*?  That is,
>>should some structure exist to help move it along (similar to a RPG's
>>GameMaster).  

>I've thought about this idea on my own mud.. however, It would be virtualy
>impossible to keep up as a gamemaster with the large amounts of people on a
>MU*.  Once worlds are laid out, that' the size of the MU.. before long,
>everyone will know where everything it is.... Plain and simple..

True, if you want good "quest" areas, they should be only one or two shot
deals.  Doing something like this on Armageddon.

>>If you run or are on a roleplaying MU*, what about it do you like --
>>what works?  What doesn't?

>sadly it doesn't work.

Oh?  Armageddon had about 20 playtesters on the other day, before I shut it
down for christmas break for upgrading.  Most of them were role-playing quite
well (actually role-playing, not shit like "Dost thou want to go kill giths,
my good man?"). 

>>How do you think involving the largest number of people in a positive
>>way is best accomplished?  Keep in mind, that all roleplaying events
>>shouldn't be of an earth-shattering nature, per se.

>hmmm... I think that somehting like the Masque-muck thing would probably be
>the best way to do it.. and you see how much preparation went into that,
>and just how long that lasted... I don't think it's possible to maintain such
>a higher user input on  a MU...

MasqueMUCK isn't a role-playing MUD, to my knowledge.  From what I've seen
of the oh-so-often-posted logs, it's a social MUD, plain and simple.

>*ching ching* (two more of my cents.... I'm going broke here)
>**************************************************
>*   Ionic... Implementor of the one and only     *
>*                                                *
>*               DepravedMUD                      *
>* "Why do today what you can do tomorrow"        *
>* "Or next week......"                           *
>*  Iav@po.cwru.edu                               *
>*
>*   God i wish we had a site for our mud again.. *
>*  *poke poke* *nudge nudge* *wink wink*         *
>**************************************************

>-- 
>************************************************************************
>*(place your own favorite cute sig file here and pretend its mine)     *
>*Ian.                                                                  *
>************************************************************************   
--
--------------------------------------------------------------------------------
Dan Brumleve ---> brumleve@atropa.stat.uiuc.edu, brumleve@imsa.edu
     "Look ma, I made a .signature!"
--------------------------------------------------------------------------------
Newsgroups: rec.games.mud.misc
From: ftw33616@uxa.cso.uiuc.edu (.)
Subject: a question on using 'builder'
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 00:22:55 GMT

Okay, I make a spiffy builder file, and all is well.  I get output.create
and output.desc.

THen, I edit my original file to add some more rooms.

Now, do I need to go back to my old rooms, and erase all the exits?
or is there a way to 'add on' rooms?  It seems that it will make duplicate
exits if I make two new script files, and run them, and I can't find 
command prompts to do anything similiar.

So, I take it that running builder scripts is kinda a one shot thing?
or is there an antibuilder that can destroy what you had built, so running
the new script file has no problem?


				Just curious,
				Frank Wang
				ftw33616@uxa.cso.uiuc.edu

please e-mail, cuz I don't read this group often.  thanks!
Xref: sparky rec.games.mud.misc:1567 rec.games.mud.tiny:1076 rec.games.mud.admin:924
From: mkim@dcdlaa (Michael Kim)
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny,rec.games.mud.admin
Subject: Re: Roleplaying
Date: 11 Dec 1992 19:53:42 GMT
Organization: Fermi National Accelerator Laboratory, Batavia IL
NNTP-Posting-Host: dcdlaa.fnal.gov
X-Newsreader: Tin 1.1 PL4

: 
: MasqueMUCK isn't a role-playing MUD, to my knowledge.  From what I've seen
: of the oh-so-often-posted logs, it's a social MUD, plain and simple.
: 

It all depends on your definition of role-playing, I suppose...

Mike

+------------------------mkim@dcdsv0.fnal.gov, clannad@imsa.edu::IMSAMUG----+
|Michael Kim, 1505 W. Sullivan Rd, Aurora, IL, 60506-1039  Ph:(708) 801-6529|
+---------------------------------------------------------------------------+
     "This footnote has the sole purpose to confuse the reader." --E. Teller
Xref: sparky rec.games.mud.misc:1697 rec.games.mud.tiny:1146