HDTenEightyP/NetNews huggingface dataset:
From: jdm57406@uxa.cso.uiuc.edu (jason)
Subject: Re: .DOC for Detailed mobs
Organization: University of Illinois at Urbana
Date: Tue, 15 Dec 1992 03:39:29 GMT

jdlst4+@pitt.edu (James D Levino) writes:

>In article <1992Dec11.161701.1@acad.drake.edu> wow001@acad.drake.edu writes:
>>Does anyone out there have a .doc for doing (D)etailed monsters?
>>If you do please email it to me.  I am having a little trouble with
>>the different fields.
>>
>>	Thanks
>>	Tarvi

>Hmmmm.  I for one, have never even seen a defined "D" mob in a world
>file, let alone the docs on writing one.  

>Onivel


I was just wondering the same thing...
I am a soon-to-be immort (on onivel's mud actually... EVERYONE MUST TRY
jediMUD 128.220.97.102 4000 or 128.220.27.102 4000) - provided I keep my
big grumpy mouth shut and don't get frozen (finals are hell) ;), and was        wondering why detailed mobs seemed to be a little hush-hush.  Looked like
a good way to crash the mud (if you're tired or just a moron).  I'd like to
know too.

-jason
From: pmgt1841@altair.selu.edu
Newsgroups: rec.games.mud.diku
Subject: Wayne's World, et. al.
Date: 11 Dec 92 11:03:54 -0600
Organization: Southeastern Louisiana University

Awright, here goes.
As Zeke said, we are temporarily down.  The machine we were running on
kinda moved.  I have not been able to embark on the great site-quest
yet, as I've had some family probs to take care of;  however, that's 
settled and I expect to be strapping on my pack and departing along the
site-seeking road within a couple of days. (Assuming I can find a 
terminal to work from. ;) .)

Hell, while I'm here, I'll go ahead and ask:  If any of u have a site
to run this bad-boy mud on, let me or Zeke know.

I ain't gonna get into specifics on the mud at the moment, as I'm 
currently modem'd in from a commandeered FAX line at work. *grin* 
I'd hate for Mr. Boss to stroll through here right about now...


--Lorin


Sig?  Who needs a sig?  Cancer rate is high enuf as it is...
(Note:  I take no responsibilty in health problems resulting from my bad
        puns.)
From: jdlst4+@pitt.edu (James D Levino)
Newsgroups: rec.games.mud.diku
Subject: Re: Diku Docs for zone creating. Where to find officially?
Keywords: diku docs zones
Date: 15 Dec 92 18:11:36 GMT
Organization: University of Pittsburgh

In article <egl.724417195@sune.stacken.kth.se> egl@stacken.kth.se (Gunnar Lindberg) writes:
>Hi,
>
>Just ftp:ed the following files from coyote.cs.wmich.edu;
>
>
>Questions:
>
>1. Are these doc-files official Diku Docs?
>2. If not, where can I find official updated ones with correct info?
>3. If these are official, how come they dont contain information on
>version number, date of update or who the author is? And where can I
>then find the missing doc-files and updated versions of the files
>presently out of date?
>
>Best regards,
>

Hmmm.  Those docs are basically "starters", for a generic "vanilla"
diku.  Your best bet is to talk to the gods of your respective muds
and ask them for "The official XXXmud area writing docs."  The reason
being, that each mud is coded differently, and while the "base"
information may be the same (ie ACT_SPEC = 1), some of the features
of your particular mud are undoubtedly making use of some special flag
that exists only on that mud.
For instance: On Jedi, when we added our "extended spell set -- over 115
spells and skills" (read shameless plug for Jedi :) ), we had to
redefine all of the spell numbers.  Thus information in the standard 
docs are out of date.  I have gone to great pains to keep the "JediMud
docs" up to date, as I believe that most imps do.

Onivel
From: bombman@diku.dk (Hans-Henrik St{rfeldt)
Newsgroups: rec.games.mud.diku
Subject: Re: .DOC for Detailed mobs here it is
Date: 15 Dec 92 13:34:10 GMT
Organization: Department of Computer Science, U of Copenhagen

I poked around in some old docs and found this:

IF <Old/Simple flag> != 'S' {

<strength> <intelligence> <wisdom> <dexterity> <constitution>
<hit low> <hit high> <armour> <mana> <movement> <gold> <exp>
<position> <default> <sex> <class> <level> <age> <weight> <height>
<condition 0> <condition 1> <condition 2> 
<savingthrow 0> <savingthrow 1> <savingthrow 2> <savingthrow 3> <savingthrow 4>

} else { /* Simple monsters flag is 'S' */

<Level> <Thac0> <AC> <Hit Points (format is xdy+z)> <Damage (as HP)>
<Gold> <Exp>
<position> <default position> <sex>

}

--HHS ~ Hans Henrik Staerfeldt ~ God
-- 
 ___________________________________________________
|            Bombman the mad bomber                 |
|               Bombman@diku.dk                     |
|___________________________________________________|
Newsgroups: rec.games.mud.diku
From: gnort@daimi.aau.dk (Gnort, God of Chaos)
Subject: Re: NEW MUD!!!!!!!!!!!!!
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Sat, 19 Dec 92 23:21:49 GMT

fullmer@is.rice.edu (Robert Fullmer) writes:


>>In article <mumble> jdb@beach.cis.ufl.edu (John Brothers) writes:
>>>In article <mumble> jdecker@ccwf.cc.utexas.edu (Jack Decker) writes:
>>>NEW MUD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>>>
>>>QuantumMUD is now up on sneezy.cc.utexas.edu 4000
>>>or 128.83.135.8 4000
>>>
>>>Come try us!!
>>>New spells and experience system!!!
>>I have perused this mud.  It has the experience system of Epic, among other 
>>things, and the spells of Silly, among other things, (possibly almost 
>>everything else)  An interesting combination, but I'm sure the creators of 
>>Epic and Silly would appreciate it if you at least admitted that your mud
>>took just about everything from them.

>And what would you know about whether the creators of Epic or Silly want
>to be credited for their efforts?

What the hell is that suppose to mean????
In the documentation delivered with the Diku I package, it is EXPLICITLY stated
that the header of the mud should include the credits of the original
implementors, and that the Credits file should not be tempred with in any
disturbing way......
I'm sure that the Epic and Silly imps feel much the same.

>Well, okay, maybe you know something about it. :)

>Remember, it's not who writes the code, it's who prostitutes it to the
>net at large...

Not much to say here, but:
Bullshit.....

>Robert Fullmer    :    celine@athena.mit.edu    :    celine@rice.edu
--
Gnort @ {Duke | Unicorn | Alex | Igor}                       gnort@daimi.aau.dk
Newsgroups: rec.games.mud.diku
From: exel@netcom.com (Frederick Myers)
Subject: Re: .DOC for Detailed mobs
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Tue, 15 Dec 1992 07:50:02 GMT



Onme of our immorts made an error using the detailed flag for a few
  of the mobs. Well,the mob file got spit back at us and hated the
  format. SO, we jsut changed them to the simple format which it
  is used to. 
Have not tinkered with it, but it seems like a good idea just
   gone about it the wrong way to create a more "PLayer like" mobile.



reni
Newsgroups: rec.games.mud.diku
From: wow001@acad.drake.edu
Subject: .DOC for Detailed mobs
Organization: Drake University, Des Moines, Iowa, USA
Date: Fri, 11 Dec 1992 22:17:01 GMT

Does anyone out there have a .doc for doing (D)etailed monsters?
If you do please email it to me.  I am having a little trouble with
the different fields.

	Thanks
	Tarvi
Newsgroups: rec.games.mud.diku
From: wolve@splinter.coe.northeastern.edu (Wolverine)
Subject: Re: Diku Docs for zone creating. Where to find officially?
Reply-To: wolve@meceng.coe.northeastern.edu
Organization: College of Engineering, Northeastern University
Date: Tue, 15 Dec 1992 14:47:38 GMT


Hello
Does anyone know where I could get the base source code for 
SILLYMUD'd diku version?
Wolve
--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wolverine Bloodthorn                   wolve@splinter.coe.northeastern.edu
^___^                                          &&&
(o o)     ----<--<--[<*                        &
 ! !          .                      * ######## & ----------------\
  ~           .                      * ######## & ----------------/
             (*)                              &  
                                               &&&                             
                         
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: klfu@ccwf.cc.utexas.edu
Newsgroups: rec.games.mud.diku
Subject: Re: The best mud I have ever called
Date: 20 Dec 92 06:46:36 GMT
Organization: The University of Texas at Austin, Austin TX

Flame war, or no flame war... fact is, its still the best mud around, and
I am entitled to my opinion...  
 
Renegade Outpost @ louie.cc.utexas.edu 4000
From: abradfor@copper.denver.colorado.edu (Parcel of Post)
Newsgroups: rec.games.mud.diku
Subject: Re: DikuSource
Date: 13 Dec 92 20:04:53 GMT
Organization: University of Colorado at Denver

In article <13DEC199204023974@elroy.uh.edu> st1vi@elroy.uh.edu (Roberts, Russell R.) writes:
>Does anyone know of any diku source code that isn't bugged all to hell?  The
>main publicly released sources (Alfa, Copper2, and original Diku) seem to have
>so many bugs as to be nigh worthless.   I'd love to get a copy of Jedi's code
>(hint hint, Onivel) but I don't think they will release it.  If any imps would
>be willing to release their hopefully bug-free code, please mail me.

I happen to be in charge of the Copper 2 code, and I have been somewhat
surprised at the bugs that have been reported (the code has only been
available a week, and didn't have any public announcement). Through
whatever combination of machine, compiler, and karma the code doesn't
seem to run anywhere else as well as it does here.

A new version, fixing a large number of these bugs will be uploaded either
tonight or tomorrow to ucbvax.berkeley.edu to replace the version currently
there. I'll continue to update the files there until they seem pretty stable
(hopefully for not much longer, since my account is straining with so many
copies of the code/world files).

Andrew (dbra)

---------
What sig?
Newsgroups: rec.games.mud.diku
From: mohrc@storm.CS.ORST.EDU (Craig Mohr)
Newsgroups: rec.games.mud,rec.games.mud.diku
Subject: Perilous Realms
Date: 15 Dec 92 03:09:00 GMT
Article-I.D.: flop.1gji8cINNhp4
Distribution: world
Organization: Computer Science Department, Oregon State University
NNTP-Posting-Host: storm.cs.orst.edu

The line going to the machine that runs Perilous Realms is having some 
problems. AT&T is working on correcting this. I expect we should hopefully
be back up on tuesday the 15th if all goes well. It may be up and down
a few times as AT&T does their work on the lines (like it was monday).
Please be patient we will return.

-Deth of Perilous Realms
Newsgroups: rec.games.mud.tiny
Subject: Funeral for Paws on (EVIL!)Mud
From: xibo@fido.econ.arizona.edu
Date: 11 Dec 92 16:25:24 GMT
Distribution: rec
Organization: Xibological Perimeter


(EVIL!)Mud is at fido.econ.arizona.edu 4201              [128.196.196.1]


Sunday, 8pm MST [10pm EST, 3am GMT] December 13th.

In memory of (EVIL!)Mud's beloved mapping robot teddybear, we are having
a funeral.  Poor Paws passed away a few days ago when a bug in the robot
codes went haywire, crashing the system down, wiping out all of his little
db's in the process.  Paws shall be nevermore, and we all will miss him
dearly.

If you would like to attend his funeral, come to (EVIL!)Mud Sunday night.
Until then, we have constructed a Solemn Tent in the town square for people
to place flowers.  So if you can't attend the funeral, please visit this
weekend and leave some flowers.



Xibo
Xref: sparky rec.games.mud.tiny:1108 rec.games.mud.misc:1609
From: richard@spuddy.uucp (Richard Bartle)
Newsgroups: rec.games.mud.tiny,rec.games.mud.misc
Subject: Re: MUGs are *not* irrelevant! [SURVEY]
Date: 12 Dec 92 17:20:19 GMT
Organization: Spuddy's Public Usenet Domain

In article <MJB.92Dec9140544@oak47.doc.ic.ac.uk> mjb@doc.ic.ac.uk (Matthew J Brown) writes:
>Now, in England, in certain circles, MUD refers
>specifically to a certain game run in several incarnations by Richard
>Bartle et al, and which these days is a commercial dial-up game. 'MUD'
>is actually trademarked.
	No, "MUD" isn't trademarked. I don't know how often I have to tell
people this, as the rumour seems to be able to move faster than I can. The
word "MUD", as applied to multi-user adventure games of which the Essex
University MUD was an archetype, is in the public domain. I placed it in the
public domain in 1985; it's been public domain for longer than it hasn't!
If someone wants to call their game "a MUD", there's little I can do about it
(or, indeed, that I'd want to!). What you may be thinking about is if you
actually  launched a game and called it MUD or some direct derivative (eg.
MUD1, MUD2, MUD3, ...). This wouldn't be illegal, but it could easily be
regarded as "passing off"; under UK law, if you try ans pass off your
product as if it were someone else's, eg. by snaffling a name that a
reasonable person might think referred to someone else's, you can be sued.

> Therefore, some British mudders, especially
>old-timers and those brought up on dial-up games, do not use 'MUD' as
>a generic term. These people tend towards the term 'MUG' instead.
	"MUG" is an invention of journalists, who tend to find the abysmal
half-puns they can concoct from the word "MUG" marginally more abusive than
the ones they can trawl from "MUD" (aside: in my clippings file, I have 25
different headlines for articles on MUD since 1984, and of these "Glorious
MUD" has occurred 7 times, "Your name is MUD" twice, "Stick in the MUD"
twice, "MUD spreads" twice, and "MUD in your eye" twice. The rest are just
once). I personally call the games "MUAs", for "Multi-User Adventures",
as it would be conceited of me to try and perpetuate the term "MUD" so as to
assure myself and Roy Trubshaw a place in history. Nevertheless, I prefer
"MUD" to the truly awful "MUG" - a term which would embrace anything from
chess to soccer, from pinball to gin rummy. Even the Olympics could be
considered "MUGs" if you took the term literally enough! I'm glad that people
like you are finally laying the acronym to rest, although when we all end
up talking about "MU*s" I suppose that's the time to revert to MUGs...

		Richard

-- 

 * Meeeow ! Call Spuddy on (0203) 638780/638693 for FREE mail & Usenet access *
Newsgroups: rec.games.mud.tiny
From: terence robert slywka <tslywka@silver.ucs.indiana.edu>
Subject: VEGAMUSE is BACK
Organization: Indiana University
Date: Tue, 15 Dec 1992 02:13:03 GMT


Vegamuse is back at Shaman.Nexagen.Com 2095.  Stop by to check it out, 
building in progress.

Newsgroups: rec.games.mud.tiny
From: dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen)
Subject: Roleplaying and Puzzlesolving
Organization: The Ohio State University
Date: Fri, 11 Dec 1992 20:34:04 GMT

As long as you assume a different persona on a social MU*, that IS roleplaying.
Roleplaying is just what the name implies...playing a role.
     However, what I think you mean when you say it "isn't roleplaying, it's a 
social MU*" is that it isn't a *scenario driven* game.  It doesn't require 
solving puzzles or overcoming opposition, it is just the roleplaying part of 
RPGs.  Roleplaying doesn't require a scenario, but the two have become linked 
in the minds of some.
     However, good roleplaying will usually tell a story and generate its own 
scenarios.  Believe it or not, you don't have to set up a puzzle to get a 
storyline out of players.  Give them the toys, the players will do the rest.
     As an example, I point to the last few weeks on TrekMUSE 
(nebula.lib.vt.edu 1701).  The directors didn't set up any tinyplots for 
players to run through, yet some rather dramatic moments have occurred.  We 
have had plots to steal starships broken up, rash captains violating treaties 
and being branded traitors after seeking revenge, several near-misses with all 
out war, suspicion of an external force manipulating events (turned out to be 
just sloppy debriefing, but it was a scary prospect for a while), and several 
plots-within-plots running, all without any direct intervention from the people
running the MUSE.  By staying in character and reacting that way to events, we 
got a whole lot of roleplaying done.  And this should work for other MU*s as 
well.  Just get people to develop characters, then toss out stimuli and let 
them react.
     Dave Van Domelen, oh the roleplay we got out of the simple placement of a 
new trading outpost in the wrong place....
From: qwerty@hal.gnu.ai.mit.edu (Chris)
Newsgroups: rec.games.mud.tiny
Subject: Request:
Date: 14 Dec 1992 02:58:40 GMT
Organization: /etc/organization
Distribution: world
NNTP-Posting-Host: hal.gnu.ai.mit.edu
Summary: A request


Hello, I know I'll probabably get told that you shouldn't be putting up host req
uests but, here goes anyway:
I am looking for a site to run a DaemonMUCk (TinyMUCK) server on.   Actually I
am trying to rebuild one I had earlier.  Although I plan not to have a extremely
large database, I want to put a sort of buisness view into it.
It will simulate close to real life, (The Theory: you can't just ask for money,
you have to sell, or eary for it.)
 
Anyway....If you think there is any possibilty in the matter please contact me
anytime, mail, talk, write whatever.
Details are availible.
 
Thanks
Chris

Note:  If you can support a MUD for even a few weeks (temporarly) please contact us.   The DaemonMUCK revision includes my revision, which includes a auto-comprssion technique.    
The MUCK I am trying to run will *NOT* be very demanding, just about 16 MB disk space, and at least 8 MB memory.

-- 

.......................................................................
Qwerty - 
    Qwerty@gnu.ai.mit.edu for basic mail.
Newsgroups: rec.games.mud.tiny
From: gregb@wombat.gnu.ai.mit.edu (Snooze)
Subject: Re: TinyMUD basics?
Organization: /home/fsg/gregb/.organization
Date: Wed, 16 Dec 1992 15:23:51 GMT

In article <16@jptcs.COM> tps@jptcs.COM (Tim Sailer) writes:
Path: mintaka.lcs.mit.edu!ogicse!uwm.edu!spool.mu.edu!uunet!psinntp!jptcs!tps
   From: tps@jptcs.COM (Tim Sailer)
   Newsgroups: rec.games.mud.tiny
   Date: 12 Dec 92 05:22:40 GMT
   Article-I.D.: jptcs.16
   Organization: JPT Computer Solutions
   Lines: 12
   X-Newsreader: TIN [version 1.1 PL6]


   OK... no flames please.... I've been asked to put up a local TinyMUD
   site (dialup only). Is there anywhere/anyone that can give me a small
   .db that can show us what good building is? I'd rather we learn from
   example than mistakes...

I think both the release of tinyMUD comes with the minimal db and the
tinybase db.  Of which the second is the base for islandia and has some pretty
good building.  

   Tim
   -- 
   Tim Sailer
   JPT Computer Solutions - SCO Sales/Consulting/Administration and Mangling
   Port Jefferson Station, NY
   (516) 331-9001
From: dunemush@cogsci.berkeley.edu (DuneMUSH)
Newsgroups: rec.games.mud.tiny,rec.games.mud.misc
Subject: DuneMUSH Casting Update (Chars still available..)
Followup-To: poster
Date: 18 Dec 1992 21:14:39 GMT
Organization: Institute of Cognitive Studies, U.C. Berkeley
Distribution: world
NNTP-Posting-Host: cogsci.berkeley.edu
Summary: Still need a few more folks. Public opening soon.
Originator: dunemush@cogsci.Berkeley.EDU


Ya! Ya! Yawm!
It is with great pleasure that I update the casting call for:

DDDDDDDD    UU      UU   NN      NN   EEEEEEEEEE
DD     DD   UU      UU   NNNN    NN   EE
DD     DD   UU      UU   NN NN   NN   EE
DD     DD   UU      UU   NN  NN  NN   EEEEEEEEEE    PennMush 1.5
DD     DD   UU      UU   NN   NN NN   EE
DD     DD    UU    UU    NN    NNNN   EE
DDDDDDDD .....UUUUUU.... NN      NN   EEEEEEEEEE..............
      ..........................          .........................
   ...................................................................
 ............cogsci.berkeley.edu 4201....................................
...........................................................................


	DuneMUSH is role-playing MUSH set in the universe of
Frank Herbert's _Dune_ in the year 10,196, just after the first book, but
before _Dune Messiah_. The first event in the game will likely be
the coronation of Paul Atreides as Emperor of the Galaxy.

	The Dune RPG will be similar to the Belgariad and Mua'kaar
RPG's, but will focus more on group strategies and goals. Factions
(Atreides, the Imperium, the deposed Padishah Emperor, the Bene Gesserit,
Fremen, the Guild, the Bene Tleilax, and other friends) will struggle
for control over the galaxy and the spice.

	Dune will open to the public some time in January, but we'd like
to recruit some major characters now. If you think you could do one of
these characters justice, send email to dunemush@cogsci.berkeley.edu.
You'll be asked to answer a short quiz about the book in order to receive
your character.

***Please don't write to inquire about characters not listed 
   in this announcement. They are already cast***

Characters still available:

Fremen:
	Chani, Sayyadina and Consort of Paul-Muad'Dib
	Harah, wife of Stilgar.
	Shishakli, Water Master of Sietch Tabr
Corrino:
	Princess Irulan, Bene Gesserit, wife of Paul-Muad'Dib
	Chalice, Wensicia, Josifa, Rugi (daughters of Shaddam IV)
Others:
	Lady Margot Fenring, Bene Gesserit, wife of Count Fenring
	Iakin Nefud, Captain of Harkonnen forces (in hiding)
	Feyd-Ruatha Harkonnen's bastard daughter (undercover)
  	Edric, Guild Steersman

	"Ya hya chouhada!"

	- Paul@DuneMUSH


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   Paul@DuneMUSH                 |          Alan Schwartz         
Belkira@Belgariad II             | alansz@cogsci.berkeley.edu
 Indena@Mua'kaar                 | UC Berkeley                        
Javelin@Belgariad, and elsewhere | Cognitive Psychology        
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-