HDTenEightyP/NetNews huggingface dataset:
From: pen@lysator.liu.se (Peter Eriksson)
Subject: A relatively old mud...
Organization: Lysator Academic Computer Society, Linkoping University, Sweden
Date: Mon, 17 Aug 1992 22:36:04 GMT

Hi there is a relatively old mud on the scene that I wanted to post about,
that is doing incredibly well.  In just 2 years we have gotten over 1000
registered users.  We have more than 7500 rooms to explore, with 245 more
areas being built on.  We have a metaphysician, although we call him the
ArchWizard (this wont allow single-classed characters to trade exp points for
stats, hitpoints, freedom from hunger/thirst, mana, etc.  We have a multilevel
system... you can be up to 20 levels (21 upon request)... We have over 3
spells, no skills (including polymorph, resurrection, dodge, berserk, astral
walk, and many many more).  And we have a really nice playing environment,
all of our users seem to be very friendly, and helpful.
 
Anyways, if you would like to give it a try the number is 
telnet mud.lysator.liu.se 2000
or
telnet 130.236.254.1
 
Thanks,
Lpd
(don't tell them i sent you)

--
Peter Eriksson                                              pen@lysator.liu.se
Lysator Academic Computer Society                 ...!uunet!lysator.liu.se!pen
University of Linkoping, Sweden                           I'm bored. Flame me.
From: jwp@chem.ucsd.edu (John Pierce)
Newsgroups: rec.games.mud.lp
Subject: Re: LPMUDR doesnt work on AIX system
Date: 12 Aug 1992 22:52:19 GMT
Organization: Chemistry Dept, UC San Diego
Distribution: na
NNTP-Posting-Host: chedccf0.ucsd.edu

jburke@wsuaix.csc.wsu.edu (John Burke) writes:
 > Is anybody using LPMUDR?  I an trying to use it on an AIX system, but it
 > doesn't log on.  It just sits there....

I just put it up on an RS6000/550 AIX 3.1.8.  Only change I needed was in
log_me_in(), to add a call to find() to handle a variant of the login prompt.
The code in log_me_in() could use a little work.  Probably what needs to be
done is to have stuff in .lpmudrc that tells it for a given mud what to expect
for the login and password prompts - not a biggy.

Following is the stanza from /etc/xlc.cfg for a 'bsd compatible' configuration
for xlc.  Lpmudr compiled with this, though not with a bare 'cc'.  If you
can't add this to xlc.cfg, you should be able to handle all this junk in LIB
and CFLAGS variables in Makefile.  [Crt, mcrt, and gcrt might need some
fudging, and you may need to set CC to a bare "xlc"; I haven't tried this.]

*
* A 4.3-friendly configuration for /etc/xlc.cfg, per /usr/lpp/bos/bsdport
*
bsdcc:  use             = DEFLT
	crt             = /lib/crt0.o
	mcrt            = /lib/mcrt0.o
	gcrt            = /lib/gcrt0.o
	libraries       = -lbsd, -lc
	proflibs        = -L/lib/profiled,-L/usr/lib/profiled
	options         = -H512,-T512, -qlanglvl=extended, -qnoro, -D_BSD,
			  -D_NONSTD_TYPES, -D_NO_PROTO, -D_BSD_INCLUDES,
			  -bnodelcsect, -U__STR__, -U__MATH__

Note that 'options' must all be on a single line in xlc.cfg; I split that
line into several lines for readability.

My thanks to lpmudr's creators.  This is a client I may actually stick with
(so far I've always gone back to using telnet directly because the clients
were such a pain).  It's small, does what's necessary, and doesn't clutter
things up with a lot of stuff I don't care about.

-- John W Pierce, Chemistry, UC San Diego
   jpierce@ucsd.edu
   Horvendile, The Marches of Antan, chem.ucsd.edu (132.239.68.1) 3000
From: jacob@fy.chalmers.se (Jacob Hallen)
Newsgroups: rec.games.mud.lp
Subject: Re: **** TOP 10 LPMUDs ****
Date: 18 Aug 92 06:00:27 GMT
Organization: Chalmers University of Technology, G|teborg, Sweden

In article <1992Aug17.113249.8144@usenet.ins.cwru.edu> ak853@cleveland.Freenet.Edu (Eric Blade) writes:
>
>  Genesis is simply way too complicated.  As a new player, it took men
>nearly an hour just to get my character to the starting room. 

It takes most people 10-15 minutes the first time they do it, and less
than 5 minutes subsequent times. That it took you an hour can hardly
be blamed on the mud.

>If I were to be role-playing on a mud, I would remember who someone was.
>I would NOT leave it up to another person to decide what they look like,
>or anything.

What are you trying to say? My English parser comes up with an error
every time I try to get some sort of meaning out of it.

>	Then another 3 hours spent trying to figure out how to ask
>someone for help, and being unable to?

You are not supposed to ask for help. You are supposed to find things
out yourself, that's a big part of the fun with these games. The help
texts that are available at all times provide quite adequate help.

>	Actually found a monster, in the 'city' there. It killed me
>before I had any idea what it was.

Life is hard, and then you die. Especially for people who people who
don't have the sense to bravely go elsewhere when brutish monsters arrive.
>	
>	Have you guys ever heard of a neat thing called simplicity?

There are dozens of muds for people who like Tunnels & Trolls. We want to
make one for the people who are closer to the Chivalry & Sorcery end of
the scale. If you think Genesis is too much for your poor brain, play
something simpler.

>All Genesis stands for anymore is a mass of confusion.  It has
>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 think Lars should be the best person to judge that, and even though
he doesn't mud actively any more, he is still counted among the Genesis
staff. You should base your criticism on facts and keep it constructive,
instead of producing slander and making people believe that you have
support from quarters where you most certainly won't find it.

Jacob Hallen
Newsgroups: rec.games.mud.lp
From: ak853@cleveland.Freenet.Edu (Eric Blade)
Subject: Re: **** TOP 10 LPMUDs ****
Reply-To: ak853@cleveland.Freenet.Edu (Eric Blade)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Fri, 21 Aug 92 01:49:22 GMT


In a previous article, jlw@gestalt.austin.tx.us (James Waldrop) says:

>Some collected Eric Bladisms:
>>The driver is totally different, the mudlib is totally different. 
	What I meant by this statement is that both the driver and the
mudlib probably have not been coded on by Lars with the exception of the
parts of the driver that are similar.
	The driver is hardly changed?  Does THAT explain why the CD
driver compiles to nearly 1 meg while the 3.1.2 driver compile sto 450K
on the machine I last had a mud on?
	
>So you don't like Genesis.  Whoop-dee-doo.  When was it that God
>chose you out of the ranks of mere mortal mudders and made you
>the one to please?  Believe it or not, Genesis was written by
>people who do that sort of thing for fun.  They wrote it the way
>THEY envisioned it, and if you don't like it you can GO ELSEWHERE.
>After having read your posts, I doubt anyone will be too broken
>up over it.
>
	No. I don't like Genesis. And until someone decided to stir
things up a bit, the Keepers of Genesis had no way of hearing what I
said, either.  Isn't the point of mud for the PLAYERS to have fun?  I
wanted to suggest a LOT of things that could've been done with Genesis
when I first saw it. But there was no way to, because no email addresses
were posted, the idea command responds with 'What?', and I can't even
tell when there is a wizard/Keeper/whatever on at the time.
	I will stop ranting about the subject now.  I will talk
level-headedly.  It is when people don't LISTEN to what I have to say
that I begin to get irate and start being juvenile.  That's what gets
people's attentions, apparently.
From: d8andjo@dtek.chalmers.se (Johan Andersson)
Newsgroups: rec.games.mud.lp
Subject: Re: Darker Realms - The Mudlib
Date: 19 Aug 92 12:05:06 GMT
	<1992Aug18.234217.29947@rhrk.uni-kl.de>
Organization: Chalmers University of Technology, Sweden
In-reply-to: behrends@arctecserv-1.dfki.uni-kl.de's message of 18 Aug 92 23:42:17 GMT

In article <1992Aug18.234217.29947@rhrk.uni-kl.de> behrends@arctecserv-1.dfki.uni-kl.de (Karl Reimer Behrends) writes:
>

>    case F_SWITCH:
>    {                             /* Deutchland, Deutchland uber alles.... */
>
>   P.S.: Deutschland is spelled with 'sch' and ueber with 'ue'.
>
I will correct the spelling at once, thank you for the typo :-)

/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"
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: Fri, 14 Aug 1992 09:19:58 GMT

amylaar@opal.cs.tu-berlin.de (J"orn Rennecke) and
>d8andjo@dtek.chalmers.se (Johan Andersson) snipe:

Will you boys tear yourselves away from each others throats
long enough to insert some profiling code please?  I'm pretty sure we'd
all be be particularly interested in the following:

>>In article <1992Aug13.035858.26673@cs.tu-berlin.de> amylaar@opal.cs.tu-berlin.de (J"orn Rennecke) writes:
>>
>>Or by rewriting the switch-case code. Few switches are longer than 5-10

>>cases anyway so compiling it to if-constructs would both delete the problem,
>>reduce code size and make the remaining code more readable, while losing very 

>The size of the compiled code would increase. It's quite perplexing

Can you chuck some code in to count average and median switch statement
size?  (hell, there has to be an optimal size under which you compile
it to case examination anyway; easiest to simply compute it by hand and
write it into your compiler).

>>> >>   Calls to apply_low: 33709003 Cache hits: 91.15%
>>> >  Global cache, Tries: 4659277  Hits: 861816  Miss: 3797461  Rate: 18.5%

Global function cache:
    Precisely what do you hash on (18% hit rate looks like function name pointer)
    Hash table size/implementation?
	(internal/external/probing strategy/rehash strategy etc)
    
>>Like parameters and results I guess. You don't make shared string for
>>temporary results do you? Like in F_ADD ?

>No, not for typically temporal strigs like the ones made by F_ADD.

Profile it - how much time is spent in inserting shared strings?
How much extra time is spent if you also insert (non-constant) temporaries?
(even our non-compiled 2.3 folds constant expressions :)

How much time does string hashing take (% of total CPU)?  Which of the (various)
shared string packages do you use?  Is it worth your time and effort to save
a small percentage of 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?  Is it >5%, or is it the (much
more likely) embarrassingly low figure of 0.1%?  After all, all the
function string pointers will be stored in the same memory page...

(Unfortunately, true profiling is broken on our decs at the moment - we know
not why.  In any case figures from Shattered are hardly applicable here).

>As call_outs are always locals, and often use string constants, that is a job
>for the compiler.

Mmm.  What about call-other?  Or don't you usually compile those to bytecodes?

>This is why i'm working on the bug free game driver, and have implemented
>a fast compiler.

And so should everyone...

>You should try 10 CACHE_BITS (1024 entries) and more shared strings.

_ALL_ strings should be either shared or in compile space.  And they
don't stay in compile space long :)

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

"Head stompin', ass kickin', finger licking nastiness"
From: havardhk@sofus.dhhalden.no (HAVARD HOYAAS KRISTOFFERSEN)
Newsgroups: rec.games.mud.lp
Subject: Re: DiscWorld mud
Date: 12 Aug 92 12:28:28 GMT
Organization: Ostfold College

In article <36633@sdcc12.ucsd.edu> garton@jeeves.ucsd.edu (Simon Garton) writes:

>The author Terry Pratchett has written a series of books
>about a place called the DiscWorld. Rumour has it there is a mud
>around somewhere based on his books. If anyone knows anything
>about this, please email me and I'll pass on the details to the
>alt.fan.pratchett group.

Yea, DiscWorld is at 192.31.112.22 2000. They've promised to open again real
soon, but have site problems at the moment. You should visit there sometime
though, as it's got an extremely advanced MUDlib. I just LOVE that MUDlib.

Ducky who runs his own DW clone-

havardhk@sofus.dhhalden.no    Short sig huh ?
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: Hack'n'slash not for me
Date: 23 Aug 92 01:13:24 GMT
Organization: Point of Presence & MCS Hamburg

wing@lysator.liu.se (Mattias Wingstedt) writes:

>I  would love a mud where I didn't have to hack'n'slash. I haven't
>played a lpmud for some time now because it is just too boring to run
>around hacking for a couple of hours before you are able do anything
>interesting. I'm a bit disappointed in Genesis because it seems like
>they built a better version of todays lpmuds instead of building
>something new...(you still have to do a serious amount of
>hack'n'slash). The day you will be able to play a pacifist
>successfully I'll give it a shot.

>I have been thinking about starting a new mud dedicated to
>quest-solving (and lpc-hacking :). In this mud everyone would be
>wizard and player at the same time. There would be a very small
>central world, maybe something like a gaming company that made direct
>neural interface games. From this central world you could play various
>scenarios made by other players or build your own. You would not keep
>any stats/skills whatever between scenarios. Some of the scenarios
>could be meant for one player, others for several. A scenario could
>even be a world in which you create a character that you keep and that
>improves with time (a mud in the mud :).

>The problem with all this is that it requires rather substantial
>changes to the lpmud-driver, since you should only have wizard powers
>in one area of the mud (you can only access some of the mud's
>objects). So I don't know if I ever will finish this project, but if
>there is someone else out there in netland that thinks that this is a
>good idea, let me know. It might be the encouragement I need to get
>going.

I think it can already be done with an existing driver. Make every world
use a password in it's pathname, so people can't guess filenames unless
it's their world. Hide all global object finding efuns, like users(),
debug_info(), find_living() etc by nomask simul_efuns. Make the directory
with the world roots unreadable, as well as /OBJ_DUMP and /lpmud.log
( if your restart file produces the latter at all. a simul_efun might
access /lpmud.log to extract some info from it that may be disclosed to
a particular wizard. )
( master::valid_read() / master::valid_write() . patch master::log_error(),
simul_efun::create_wizard(), simul_efun::log_file() etc. appropriately.
Whenever you enter a world, you are given a player object cloned from
a file in the appropriate world directory. When you can't get an object pointer
to yourself, you can't get one to your environment... Carring any of your
own objects in the foreign world is of course prohibited, unless inherited
from a specially secured object.

	Amylaar
Newsgroups: rec.games.mud.lp
From: anipa@cs.tut.fi (Niilo Neuvo)
Subject: Re: **** TOP 10 LPMUDs ****
Organization: Tampere U of Technology, Finland
	<1992Aug10.221530.516@ccsvax.sfasu.edu> <Bsy271.518@wpi.WPI.EDU>
	<1992Aug14.183116.7709@tamsun.tamu.edu>
	<1992Aug17.113249.8144@usenet.ins.cwru.edu>
	<1992Aug20.161422.12155@usenet.ins.cwru.edu>
	<1992Aug21.085754.28263@uniwa.uwa.edu.au>
Date: Fri, 21 Aug 1992 14:50:11 GMT

guddt@uniwa.uwa.edu.au (David Bennett) writes:
> >>>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.

Simply put:
	Basic (the programming language) is called Basic no matter who
	wrote the interpreter/compiler as long as the language it 'speaks'
	is even remotely close to Basic.

MudOS is a ripoff created by TMI to get them some fame (personal opinion).

++Anipa
--
      NN   NN  NN   NN  NNNNNNNN
    NNNN    N  NN    N  NNNNNN
  NNNNNN  N    NN  N    NNNN
NNNNNNNN  NN   NN  NN   NN
-- 
Newsgroups: rec.games.mud.lp
From: jlw@gestalt.austin.tx.us (James Waldrop)
Subject: Re: Unix-like wildcards in LPC?
Keywords: cp mv grep unix wildcards lpc
Organization: Los Alamos National Laboratory, NM
Date: Fri, 14 Aug 1992 00:59:30 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 was done at Portals and then some of it was moved to TMI.

On TMI, talk to Wayfarer, Huthar, or Buddha about it.

Sulam
-- 
James Waldrop
jlw@hebrew.cc.columbia.edu

I walk along the path muttering about signs and portents.
Newsgroups: rec.games.mud.lp
Subject: DragonFire Mud has reopened!!
From: C1899011@UMSLVMA.UMSL.EDU
Date: Mon, 17 Aug 1992 22:02:54 GMT
Organization: UM ST. LOUIS

Hello all,
   Just posting a note to tell you all that DragonFire mud has reopened and
we have a new ip number:  134.124.42.246 3000
I wouldn't use the old machine name untill we fix our local nameserver. Also
since I have just moved into a new computer building things are bit crazy
around here so the mud might go down or have network problems for another
week or so.
 
 
                     Ben Pflanz
From: behrends@arctecserv-1.dfki.uni-kl.de (Karl Reimer Behrends)
Subject: Re: Darker Realms - The Mudlib
Reply-To: behrends@dfki.uni-kl.de (Karl Reimer Behrends)
Organization: University of Kaiserslautern, Germany
Date: Tue, 18 Aug 1992 23:42:17 GMT

Dear Mr Anderson,

considering your criticism of Amylaar's implementation of switch(),
was it you or who wrote the following nice comment in the CD 1.57 driver
(interpret.c, line 2593f - it wasn't there at least until GD release 3.1.2):

    case F_SWITCH:
    {                             /* Deutchland, Deutchland uber alles.... */

If yes, is it due to the fact that Amylaar happens to be German or what?

                                        Reimer Behrends

P.S.: Deutschland is spelled with 'sch' and ueber with 'ue'.

--
Sorry, we've run out of .signatures lately
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: CFD: mandala
Keywords: LPC
Date: 17 Aug 92 18:52:02 GMT
Organization: =CSE Dept., U.C. San Diego

>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;
/* where the %$# is this break supposed to go? */
>  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;
>}

/* for shame, apparently our avl tree is a global var! */
mandala(unused_arg) {
    ying();
}

ying() {
    statement_sequence_1;
    if (condition_2) {
	statement_sequence_2;
	ying();
    } else if (condition_3) {
	statement_sequence_3;
	yang();
    }
    statement_sequence_4;
}

yang() {
    statement_sequence_5;
    if (condition_4) {
	statement_sequence_6;
	ying();
    } else if (condition_5) {
	statement_sequence_7;
	yang();
    }
    statement_sequence_8;
}

Ah, the structure resembles that of the cosmos.  Will work fine as
long as your avl tree is a real tree (no bad karma things like
looping back on itself).
-- 
Darin Johnson
djohnson@ucsd.edu
    Macintosh - you can buy better, but you can't pay more!
Newsgroups: rec.games.mud.lp
From: amylaar@opal.cs.tu-berlin.de (J"orn Rennecke)
Subject: Re: Darker Realms - The Mudlib
Organization: Techn. University of Berlin, Germany
Date: Thu, 13 Aug 1992 02:31:04 GMT

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

>In article <1992Aug11.131124.23072@mcshh.Hanse.DE> amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:
>>
>>Why would you want to recompile an old file, unless an inherited file or the
>>game driver changed? In the latter cases, the binary is probably useless anyway.
>Well, occasionally the game reboots, and then all files that are to be loaded
The game should only reboot when the driver is changed. And then, you can't
use old binaries anyway...
>have to be recompiled. If a player is at the compilation horizon, all his moves
>very irritating.

>will result in a recompilation, and this is noticeable. At times it can be
If it weren't for this flashy hard disk light, ' wouldn't even notice this
'compilation horizon' on my home machine. Compilation of the rooms and screen
ouput have about the same speed.

>>I think that a large amount of idle cpu time during reboot is a very strong
>>hint...
>
>By the looks of the wizlist in your other article, you are running a mudlib
>that is 2.4.5 compatible. This is not representative of a modern 3.0 mudlib
>which offers a lot more in the way of services and flexibility, and which
>consequently uses larger central objects and a lot more cpu.

It is not only 2.4.5 compatible, but has also two sets of 3.x mudlib cores.
Glued together with some cludges :-)
Some medium old files, like the church, use a /std hirarchy inspired by
the genesis one before the close  of the latter mud.
New building is generally done with the 3.1 /basic and /complex hierarchy

>Now I know that your arguments are based on the fact that you have made
>some nifty changes to the gamedriver, but as long as your coding style
>stays the way it is at the present, I'm afraid few people will want to
>use your code. If you start to think about code clarity, start using
>descriptive variable names and start commenting such stuff as what
>algorithm you are using, I'm sure the stuff you write will see a lot more use.

Hmm, the algorithm is often indicated by the function/variable names
Should I include comments with a bibliography? I'm often surprised that
some standard algorithms not known to the reader.
If i had a simplistic style to express algorithms in code, it wouldn't be
as fast as it is when it is written with the entire gamedriver in mind.

>If I have a hard time understanding your code, I will have a hard time 
>modifying it, and therefore it is of no use to me.

Modifying... the CD driver has deleted some code, added new one, but the
core of the driver was hardly ever touched. You are carrying along old bugs
in hundrets. To get a stable & functional gamedriver, some basic
redesign has to be applied.

	amylaar