HDTenEightyP/NetNews huggingface dataset:
From: tlpmud@mcs.Drexel.edu (Dragon's Den LPmud)
Newsgroups: rec.games.mud.lp
Subject: Re: What Happened to Dragon's Den?
Date: 19 Aug 92 22:25:32 GMT
Organization: Drexel University LPmud

>>>>> On 19 Aug 92 19:16:00 GMT, v070r6vw@ubvmsb.cc.buffalo.edu (David C Valenzuela) said:
David> News-Software: VAX/VMS VNEWS 1.41
David> Nntp-Posting-Host: ubvmsb.cc.buffalo.edu

David> Anyone out there know whatthe problem with Dragon's Den is?
David> i.e. Fordan,Gunther, or Kelly?
David> I haven't been able to get on for a couple days...thought it was wierd.
David> People are asking about it/

     Well, sorry for not posting earlier we thought we would be back up
fairly quick considering there was a service person out on the day the
machine died, but there has been a few problems.  Basically we hope we will
be back up by the weekend.  The workstation the mud runs on lost it's HD and
was replaced.  No problems though, it was just the worstations drive.
Only problem is now that the machine has to be reset-up because of
re-initialization of the drive an installation of a new operating system.
Once the workstation is up and running again, Dragon's Den will also be
up and running.

Sorry for all you addicted player, we will be back soon! *grin*

Gunther God@Dragon's Den -- 129.25.7.111 2222 (when it is running *smile*)
Newsgroups: rec.games.mud.lp
From: wconsidi@orlith.bates.edu (William Considine)
Subject: Rebirth of the Phoenix
Organization: Bates College, Lewiston, Maine
Date: Wed, 19 Aug 1992 16:44:53 GMT
Followup-To: Our untimely closing 
Keywords: Yes, rebirth 

	Good morrow to all you LPMudders who read this newsgroup.  If you have
played on my mud, Phoenix LP, then you know it is down.  It went down because
I was unable to be on campus to administrate it over the summer.  With this
downtime we have decided to rebuild.  Myself and Forlock will be building the
the new Phoenix from the ground up with a 3.* mudlib and also a nice
MudOS driver from TMI.  This is something of news to the folks who play Phoenix
and i apologise for its untimely closure, if you didn't guess by now, this is a
lengthy undertaking, as Forlock is building another mud in the same fashion, on
which i am also helping him.  If you will bear with us, the phoenix will rise
again around Christmastime, all new, all better, and, well, i guess you will  
have to come check it out to know how it comes out.

Thanks for your time.

if any of you see Leopard (kyle@irie.ais.org) hangin around the net please
get him to contact me, as he is the 3.* expert type i am looking for to help
complete this project.  And Balack if you read this, we need you too if you can
swing it.  And yes Jens, you will be helping too :)

Thanks

W H I T E H A W K -- from Phoenix, not to mention nuage, vampyre, valhalla,igor,
		     vincent's hollow, genesis, ancient anguish, realmsmud, 
		     allanite, mythos, nirvana IV, KoBra, and much more. :)

Bill considine (wconsidi@orlith.bates.edu and wconsidine@bat.bates.edu)
	PS.  Nobody will be erased from this closure, as it is not due
	     to an overblow of quota like way back with orlith.

Newsgroups: rec.games.mud.lp
From: cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee)
Subject: Re: CFD: mandala
Keywords: LPC
Organization: University of California, at Berkeley
Date: Tue, 18 Aug 1992 11:02:45 GMT

In article <1992Aug15.143734.20725@mcshh.Hanse.DE> amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:
>
>From time to time, you have an algorithm with a structure that won't fit nicely
>in the classic paradigm of 'structured programming'. One of these structures
>resembles a mandala.
>
>A prominent example of a mandala-structure is iterative rebalancing of
>avl-trees after a deletion.


No trick at all!  Just more of the same-o top-down programming methodology.

/***************************************************************************/

ying()
{
    stmt1;

    if (cond2) {
	stmt2;
	return ying();
    } 

    if (cond3) {
	stmt3;
	return yang();
    }

    stmt4;
}

/***************************************************************************/

yang()
{
    stmt5;

    if (cond4) {
	stmt6;
	return ying();
    } 
    
    if (cond5) {
	stmt7;
	return yang();
    }

    stmt8;
}

/***************************************************************************/

mandala()
{   
    ying();
    yang();
}

/***************************************************************************/

Like it?  I hope it's correct.


- Piergeiron

>	amylaar
Newsgroups: rec.games.mud.lp
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Subject: Re: Darker Realms - The Mudlib
Organization: Computer Science, Monash University, Australia
Date: Thu, 13 Aug 1992 05:53:20 GMT

d8andjo@dtek.chalmers.se (Johan Andersson) writes:

>the long uptimes? To my knowledge noone has yet fixed the fact that memory
>is lost when compilation fails.

Pah!  We fixed it nearly 2 years ago, AND sent the code to you lot.  In
fact, I sent those mods in the same week as I sent the shared string
code.  The one that was *harder* to implement (because of changes
throughout the code to use shared strings, which had to be done by
hand) was the one that got used :)

Mike.
--
Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au

"Head stompin', ass kickin', finger licking nastiness"
Newsgroups: rec.games.mud.lp
From: guddt@uniwa.uwa.edu.au (David Bennett)
Subject: Re: Unix-like wildcards in LPC?
Keywords: cp mv grep unix wildcards lpc
Organization: University of Western Australia
Date: Fri, 14 Aug 1992 02:30:00 GMT

garion@selway.umt.edu (Jason Curnow) writes:


>Has anyone out there written any sort of cp/mv/grep type of utilities
>that accept wildcards to deal with more than one file?  I know it's
>possible, I just don't want to re-invent the wheel if someone else has
>already coded it up and is willing to share his code.  Thanks.

It is in the Discworld mudlib which is ftpable from ucbvax.berkeley.edu
this is just one of the many wonderous things our mudlib does.  It
doesnt have anything at all to do with cache hit rates and speed of
frogging on bootup.  In fact, it has nothing at all do with saveing of
binary images and rebooting due to the fact you have changed the driver.


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: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: Darker Realms - The Mudlib
Date: 20 Aug 92 04:00:39 GMT
Organization: Point of Presence & MCS Hamburg

jacob@fy.chalmers.se (Jacob Hallen) writes:

>Yes, we have several memory leaks. Of the last 4 leaks we discovered, you
>had created 3. We have more leaks, but since we have very little of your

Hmm, no wonder the code won't work like it should when you never care to
incorporate it correctly.

>code left now, the likelyhood of finding more leaks in your parts are
>very small.

>>Extenive madlib changes can be done on-the-fly. But testing them first on a
>>testmud might be a good idea.

>They can be done on the fly, but reloading all the stuff you want to
>update is tedious. I prefer a quick shutdown.

I hope your mortals won't mind.
On the other hands, it would be even faster if you used an appropriate building
tool...

>>>fragmentation, machine owner wants to run his daily FEM job, mud is
>>
>>Memory fragmentation: that's no problem, smalloc.c can handle this nicely.
>>Only thing you have to do is to use an appropriate FIT_STYLE.

>In the long run, fragmentation is a problem that you always will have
>to deal with. Since the size of allocated blocks (especially the small ones)
>is not very uniform, you will sooner or later hack your memory into
>pieces that are too small for efficient usage.

If after eleven days the number of large free blocks being at an equilibrium
below 3000 ( number of allocated large blocks is more than an order of
magnitude larger, and we HAVE fast swapping, which is a common reason for
fragmentation ) , how long should we wait in your opinion to get problems?
The rate of block splitting and block recombination is pretty much the same.

>of the gamedriver. Gcc for instance is not a wonder of clarity, but still
>an order of magnitude easier to read and understand than the samples of
>code that I have seen from you.

a) Gcc needs not bother much about execution time, people are happy if they
get the code compiled correctly in an bearable amount of time. And it's
extremely memory-hungry. If LPmud used up memory like Gcc, you'd need a lot
more than 30 MB to run a mud...
b) Documenting code is extremely inefficient when the basic design is
unfinished. Because The comments will vanish with the code when you realise
that a piece of code needs replacement. And i haven't seen a bug-free
and complete LPmud gamedriver yet.

>So instead of arguing why your code should be hard to read, why don't you
>change your coding habits. You will do yourself a favour and we can start
>using your code again.

Readability without functionality is useless. And there is still a great deal
of unimplemented stuff in the gamedriver, some even pointed out by gaping
holes in the code...

	amylaar
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: **** TOP 10 LPMUDs ****
Date: 23 Aug 92 00:56:22 GMT
Organization: Point of Presence & MCS Hamburg

Petri.Virkkula@hut.fi (Petri Virkkula) writes:

>On 22 Aug 92 05:31:46 GMT, mmcg@cs.monash.edu.au (Mike  Mc Gaughey) said:


...
>Mike> Non-programmable?  What?

>	That is difficult question but I can tell my opinion about it:

>	As long the game driver is internally same as the LPMUD it 
>	should have name similar than LPMud. And with "internally
>	the same" that it contains same compiler, same interpreter
>	or its data structures are same. The problem when they
>	aren't anymore same.

Why is that a problem? In many cases, the old data structures posed problems,
preventing the driver to actually do what it was intended to do, or causing
it to crash, that could only be resolved by introducing new data structures
or modifying old ones. Lars didn't ever really finished work on 3.x ,
but rather stopped coding on it due to lack of time. Before this stop
( or at least till 3.0.50 , after this version work slowed down considerably...)
an LPmud game driver might have been unfinished, but fast evolving, at any
rate. Stopping on mid-way actually means to leave the path of the original
evolution ...

	Amylaar
Newsgroups: rec.games.mud.lp
From: chem8w@rosie.uh.edu (Norby)
Subject: Re: Genesis Debate
News-Software: VAX/VMS VNEWS 1.41    
Keywords: More Genesis opinions :)
Organization: University of Houston
Date: Thu, 20 Aug 1992 05:57:00 GMT


Well, since everyone else has offered their opinions on this subject, I suppose
I will as well.

It is my opinion that much of the posts offered in this debate are just plain
immature bellyaching.  Muds are different things to different people, but when
it gets right down to it, it is a game.

It is true there are many muds to log on, hack-and-slash, wiz, and code.  If
you like lp's for this reason, by all means you have many to choose from.

It has always occurred to me that while there has always been a slight aspect
of role-playing on muds, that aspect has always been slight, especially 
considering the way a lot of people play muds.  There might be people on this
net who wouldn't mind seeing a more role-playing type of environment.

I guess the main reason for my post is this:  Users complaining that Genesis
is not what a mud should be, or listing the aspects of Genesis that they don't
like, seem to think that their whining will change the way Genesis develops.
While I am not affiliated whatsoever with the powers-that-be on that system,
if I were in their place, childish crying over the way "I can't kill things
right and left like I should be able to!"  would not change the way I am
creating a new type of gaming environment, as the coders of Genesis seem to be
doing.

In short:  If you don't like it, don't play.  Criticizing what you can't grasp
           won't make it go away.

My opinions are solely my own.

---Daniel Ratzlaff    (chem8w@Jetson.UH.edu)   (Norby)

Newsgroups: rec.games.mud.lp
From: jsbazine@garfield.waterloo.edu (Steve Bazinet)
Subject: Re: A relatively old mud...
Reply-To: jsbazine@garfield.waterloo.edu
Organization: Department of Computing Services, University of Waterloo
Date: Tue, 18 Aug 1992 12:50:37 GMT

In article 92Aug18130455@korppi.cs.tut.fi, anipa@cs.tut.fi (Niilo Neuvo) writes:
>
>Another idiot who didn't mention the type of the mud. He also forgot
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^     
>to post it by hand to all newsgroups that one could think of.
>

Considering the article is posted to rec.games.mud.lp, should give any idiot an 
                                                   ^^^
indication of what kind of mud it is.  This newsgroup is for LPmuds and nothing
else.

Steve

---
===============================================================================
=                               Steve Bazinet                                 =
=         Department of Computing Services - University of Waterloo           =
=    jsbazine@garfield.uwaterloo.ca  (or)  jsbazine@watserv1.uwaterloo.ca     =

Newsgroups: rec.games.mud.lp
From: guddt@uniwa.uwa.edu.au (David Bennett)
Subject: Re: **** TOP 10 LPMUDs ****
Organization: University of Western Australia
Date: Fri, 21 Aug 1992 08:57:54 GMT

ak853@cleveland.Freenet.Edu (Eric Blade) writes:
>	Ah, but Genesis, when it was running the same mudlib from
>everywhere else, was the second biggest LP-Mud there was.  50-60 users
>on at ANY given time.  People would endure the lag of the international
>link just to be on there.  Now, the max I've ever seen is 8, and I can't
>even find out who they are.

It is still in beta testing...  People don't seem to like playing muds
that are in testing.  They are scared off by the idea.  This is actually
quite a reasonable turn out...

>>>no right to be called an LP-Mud, for the only thing even close to
>>>similar to Lars Pensj's LP-Mud is that it is programmble.
>>
>>I would like to see a definition of LPMUD from somewhere which states
>>that one mud is or isn't an LP.
>>
>	The driver is totally different, the mudlib is totally
>different. 

I would still say it is based on the original lpmud language and
therefor lpmud.  MudOs despite the stupid name is also still lpmud.  The
basic language constructs have not changed.  I dont care if you rewrite
the entire driver.  If it still parses lpmud code, it is a lpmud driver.

David.
[DDT] Pink fish forever.

I can change my fate, just as sure as I can steer a train.
   --  TMBG Bonus quote.
-- 
  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.
Xref: sparky rec.games.mud.lp:2688 rec.games.mud.misc:538
From: mmrakava@undergrad.math.waterloo.edu
Newsgroups: rec.games.mud.lp,rec.games.mud.misc
Subject: Re: Casino type games for lp muds?
Date: 13 Aug 92 15:18:59 GMT
Distribution: na
Organization: University of Waterloo

In article <1992Aug11.195941.2558@neptune.inf.ethz.ch> ian@inf.ethz.ch (Ian) writes:
>I have one which I wrote a few months ago.
>It takes coins, monitors credits and pays out in cash, healing,
>objects, experience, inconvenience and DEATH (smirk).
>
>You'd have to hack it a touch (I'm not giving away all the associated
>objects but it would probably be good for you, post or mail if you still
>want it.
>
>Bodkin of Quovadis

Very strange...I am not a unix wiz (by any stretch) but I don't know why my
'reply via email' cannot reach your id: ian@inf.ethz.ch so I will post to here
I would really like a copy of your machine for a new area I'm working on. Our
drink/eat system recently made things a little boring and players need to keep
occupied while waiting to drink again (they get stuffed or bloated...hehe)
I have nothing better to do than hack away for a while.

If anyone can offer an explanation why I couldn't reach the id through email,
please let me know...Thanks in advance, Ian.

Woody.
(mmrakava@undergrad.waterloo.edu)
From: d8andjo@dtek.chalmers.se (Johan Andersson)
Newsgroups: rec.games.mud.lp
Subject: Re: Darker Realms - The Mudlib
Date: 14 Aug 92 12:47:18 GMT
	<KJETILHO.92Jul31112327@holmenkollen.ifi.uio.no>
	<1992Aug3.233739.28609@cs.aukuni.ac.nz>
	<1992Aug4.183116.3636@fy.chalmers.se>
	<1992Aug7.233248.10543@mcshh.Hanse.DE> <13226@chalmers.se>
	<1992Aug11.130723.226
Organization: Chalmers University of Technology, Sweden
In-reply-to: mmcg@cs.monash.edu.au's message of 14 Aug 92 09:19:58 GMT

In article <mmcg.713783998@bruce.cs.monash.edu.au> mmcg@cs.monash.edu.au (Mike  Mc Gaughey) writes:

 [... profiling ...]
>  Will you boys tear yourselves away from each others throats
>  long enough to insert some profiling code please?
>
We need good profiling code, yes. The thing is it takes a lot of time to
find/write/incorporate not to speak of agreeing on. Our (CD's) biggest
problem right now is memory shortage so most effort goes there. Neither
I or anyone else here has eternal amounts of time to write mud code.

Lets see if we can list what we need.

> - Can you chuck some code in to count average and median switch statement
>   size?
> - Profile it - how much time is spent in inserting shared strings?
> - How much extra time is spent if you also insert (non-constant) temporaries?
> - How much time does string hashing take (% of total CPU)?
> - How much time is spent in the various efuns?
> - Can you profile time  for simul_efuns yet? 
> - How much time (as a % of total CPU used by the driver) 
>   is saved by your function caches? 

We could also need:

- How much of the perceived compiletime is CPU, how much is diskaccess time?
- How much of the CPU is spent running command response, heartbeats and
  call_outs respectively?
- How much of the time/cputime is consumed by each 'userid', ie each wizard?

There is some simpleton profiling of different sorts in different drivers,
is it worth the effort to code something better?

What tools that already exists can be used directly or modified to use
for mudprofiling?

Why do I spend time posting news when I can be coding?
A1: Hopefully to find that someone else has written or can be made to write
    the code I need, thereby releaving me of the effort.
A2: A little friendly sniping might also increase the motivation on more
    sides than mine. Who knows if Amylaar wont one day learn not only to make
    very usefull code but also very readable, ahh we can always wish :-)


/Johan

--
Johan Andersson           | "You don`t have conversations with microprocessors
Chalmers, Sweden          | you tell them what to do, and then you helplessly
Email:                    | watch the disaster when they take you literally."
d8andjo@dtek.chalmers.se  |	Sah`ot in David Brins "Startide Rising"
From: tim@shovel.Prime.COM (Tim Cantin)
Newsgroups: rec.games.mud.lp
Subject: Re: WIZARDS WANTED
Date: 20 Aug 92 16:50:30 GMT
Organization: Prime Computer R&D

>> So much for that mud. I get this after typing name and passwd (even as Guest):
>> 
>> Error in loading object
>> program: secure/login.c, object: secure/login#255 line 303
>> 
>> Please let us know when this is fixed. :)
>> -T
>> 
>
>Ok Ok! Enough of the flames....I've had enough of them to my mailbox.

Thought I'd mention just in case... can never be too sure :)

>The problem is fixed.....one of our Wizards accidently nomasked one of the
>functions which screwed the game - this wasnt noticed until just as I was
>going home last night - so the bug remained in place for a few hours, until
>another Wiz came in.

I hate when that happens. ;)
-T

-- 
#include "stddisclaimer.h"
/* Tim Cantin          {uunet, csnet-relay}!primerd!tim || tim@s35.prime.com
   Prime Computer Inc. 10-21, 500 Old Conn. Path, Framingham, MA 01701 (USA) */
flames > /dev/null 2>&1
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: CFD: mandala
Summary: proposition for a new structure
Keywords: LPC
Date: 15 Aug 92 14:37:34 GMT
Organization: Point of Presence & MCS Hamburg


From time to time, you have an algorithm with a structure that won't fit nicely
in the classic paradigm of 'structured programming'. One of these structures
resembles a mandala.

A prominent example of a mandala-structure is iterative rebalancing of
avl-trees after a deletion.

example for the proposed syntax:

mandala(condition_1) {
  ying:
    statement_sequence_1;
    if (condition_2) {
	statement_sequence_2;
	goto ying;
    } else if (condition_3) {
	statement_sequence_3;
	goto yang;
    }
    statement_sequence_4;
    break;
  yang:
    statement_sequence_5;
    if (condition_4) {
	statement_sequence_6;
	goto ying;
    } else if (condition_5) {
	statement_sequence_7;
	goto yang;
    }
    statement_sequence_8;
    break;
}

in current LPC, you'd have to cludge like this:

status ying;
.
.
.
ying = condition_1;
for(;;) {
    if (ying) {
	statement_sequence_1;
	if (condition_2) {
	    statement_sequence_2;
	    continue;
	} else if (condition_3) {
	    statement_sequence_3;
	    ying = 0;
	    continue;
	}
	statement_sequence_4;
	break;
      yang:
	statement_sequence_5;
	if (condition_4) {
	    statement_sequence_6;
	    ying = 1;
	    continue;
	} else if (condition_5) {
	    statement_sequence_7;
	    continue;
    }
    statement_sequence_8;
    break;
}

which is not only asymmetric, in emphasizing either ying or yang, but also
introduces a lot of useless computations and an unnecessary variable in the
surrounding block.
a switch instead of the outer if could cure the asymmetricness, but would
introduce even more computational overhead.

	amylaar
Newsgroups: rec.games.mud.lp
From: meetch@DIALix.oz.au (Mitchell Brandsma)
Subject: Re: Casino games
Organization: DIALix Services, Perth, Western Australia
Date: Fri, 14 Aug 92 10:19:00 GMT

ak853@cleveland.Freenet.Edu (Eric Blade) writes:

>In a previous article, wizard@engin.umich.edu () says:

>>
>>   Calvin made up a slot machine for HeroMud II (still not open, sorry), and
>>Positron had written up a pretty complex roulette wheel for the original Hero.
>>Talk to Qixx at paradox@engin.umich.edu about the slot machine and
>>Positron at positron@engin.umich.edu (I think) about the roulette wheel.

>	Sounds interesting.  The only problem with the roulette wheel
>from Hero is that, like every other piece of code in the entire mud, it
>was wholly bug-ridden.  Remember the trash can? :)

Oh, don't forget the dermal patches... ;)  But on the whole, it was one
helluva fun mud to both play and wiz on.  Here's hoping HeroII can match or
better still beat it for entertainment.

	- Meetch. (meetch@DIALix.oz.au || meetch@zeus.dialix.oz.au :)
Newsgroups: rec.games.mud.lp
From: twolf@en.ecn.purdue.edu (Timothy W Wolf)
Newsgroups: rec.games.mud.lp
Subject: genocide
Date: 13 Aug 92 03:02:33 GMT
Organization: Purdue University Engineering Computer Network

Just wondering if maybe it changed its address again
because I can't seem to get through...
-- 
		  ______________________________________ 
		 |          |                           |
		 | Tim Wolf |  twolf@ecn.purdue.edu     |
		 |__________|___________________________|
Newsgroups: rec.games.mud.lp