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- FREQUENTLY ASKED QUESTIONS: Basic Information about MUDs and MUDding
-
- This is part 1 in a 3 part series of FAQs.
-
- Disclaimer - This document may be seen to be biased towards TinyMUDs.
- This is because the maintainer mainly plays those types of
- servers, not because she thinks they are inherently better
- or worse than other types of servers. However, this document
- is meant to be generalized and useful for all MUDdom, and
- so corrections and contributions are always welcome.
-
- Welcome to the world of MUDding!
-
- Table of Contents
- -----------------
- FAQ #1: Basic Information about MUDs and MUDding
- General Information
- 1. What is a MUD?
- 2. What different kinds of MUDs are there?
- 3. Where are MUDs located?
- 4. I paid money for my account! MUDding is a right, isn't it?
- 5. How do I connect to a MUD?
- 6. What is a client program?
- 7. Now that I'm connected, what do I do?
- 8. Why not just dive in?
- 9. What password should I use for my MUD character?
- 10. What's the easiest way to annoy a veteran MUD user?
- 11. What's the easiest way to be a mean veterean MUD user?
- 12. What should I _not_ do in terms of player interaction?
- 13. Is MUDding a game, or an extension of real life with gamelike
- qualities?
- 14. What common commands are used on MUDs?
- 15. I know what's going on now! What's next?
- 16. Who should I ask for help?
- 17. What if I'm completely confused and am casting about for a rope
- in a vast, churning wilderness of chaos and utter incomprehension?
- 18. What USENET newgroups are devoted to MUDs?
- 19. How do I start my own MUD?
- Glossary
- 20. What was the first MUD?
- 21. What is a bot?
- 22. What's a clueless newbie?
- 23. What is a cyborg?
- 24. What's a dino?
- 25. What is a flame?
- 26. What is a furry?
- 27. What is HAVEN?
- 28. What is a log?
- 29. What is Maving?
- 30. What is net lag?
- 31. What's player killing?
- 32. What is spam?
- 33. What is TinySex?
- 34. What is a 'Wizard' or 'God'?
- FAQ #2: MUD Clients and Servers
- Client Information
- 1. What is a client?
- 2. Where do I get clients?
- 3. What operating systems do clients run on?
- 4. Is there anything wrong with running a client?
- 5. What different clients are available? [Client List]
- Glossary of Client terms
- Server Information
- 6. What is a server?
- 7. Where do I get servers?
- 8. What operating systems to servers run on?
- 9. Is there anything wrong with running a server?
- 10. What different servers are available? [Server List]
- General Information
- 11. What do I do if my client/server won't compile?
- 12. Should I read the documentation of whatever client or server
- I select?
- 13. What is FTP, and how do I use it?
- FAQ #3: Basic Information on RWHO and "mudwho"
- 1. What is RWHO?
- 2. How Does It All Work?
- 3. Where Can I Get This Stuff?
- 4. Where Are Some RWHO Servers?
-
-
- General Information
-
- 1. What is a MUD?
-
- A MUD (Multiple User Dimension, Multiple User Dungeon, or Multiple User
- Dialogue) is a computer program which users can log into and explore.
- Each user takes control of a computerized persona/avatar/incarnation/
- character. You can walk around, chat with other characters, explore
- dangerous monster-infested areas, solve puzzles, and even create your
- very own rooms, descriptions and items. You can also get lost or confused
- if you jump right in, so be sure to read this document before starting.
-
- 2. What different kinds of MUDs are there?
-
- You'll notice the disclaimer on this FAQ mentions TinyMUD. That's
- one common type of MUD, but there are many different types of MUDs
- out there. The Tiny- and Teeny- family of MUDs are usually more
- 'social' in orientation; the players on those MUDs tend to gather,
- chat, meet friends, make jokes, and discuss all kinds of things.
- The LP- family of MUDs, including Diku and AberMUD, are usually
- based on roleplaying adventure games; the players on those MUDs
- tend to run around in groups or alone killing monsters, solving
- puzzles, and gaining experience in the quest to become a wizard.
- There are still other types of MUDs, such as MOOs, UnterMUDs,
- and so forth. Each type has its own unique style, and players
- are rarely forced to stick to one type of playing - there's no
- rule that says an LPMUD _must_ be a combat-oriented MUD, or
- that a TinyMUSH _must not_ be a combat-oriented MUD. We suggest
- that you experiment around with several different types of MUDs
- to see what you find is the most interesting. If there's one thing
- MUDdom has, it's variety.
-
- 3. Where are MUDs located?
-
- Watch the USENET newsgroup rec.games.mud.announce. Every Friday a quite
- complete listing of MUDs is posted. If you can't wait till Friday, you can
- email mudlist@glia.biostr.washington.edu and ask for one, or they're
- available for FTP from caisr2.caisr.cwru.edu(129.22.24.22) in /pub/mud.
-
- MUDs are run on many fine computers across the world. To play, all you
- have to do is telnet to the MUD's Internet Protocol Port, and you're in
- business. Some MUDs have a policy called "registration" to cut down on
- abuse of privileges; you might have to send mail to the administrator of
- the MUD in order to obtain a character. It's important to note that MUDs
- are *not* a right, and your access is granted out of trust. People usually
- have to pay to use processing time on the large, expensive computers which
- MUDs often run on, and you're being given a special deal. Which brings
- us to another point: MUDs can't really be run on anything less than a
- largish workstation (currently), so they're usually on academic or
- corporate workhorse machines.
-
- 4. I paid money for my account! MUDding is a right, isn't it?
-
- Don't believe that for a second. When you paid money to your school's
- computer department for an account, you entered into a contract with
- that department. Most schools have a well written Computer Policy
- document, that will detail exactly what you have rights to. Most
- schools classify MUD as a game, and games as non-essentials. Therefore,
- if your school decides to shut off all games, or disallow you to telnet
- out to play muds, you're stuck. Don't try to get around it; they'll
- find you. Instead, try to talk to the Powers That Be, and see why they
- did what they did. They may have very good reasons for it (such as
- limited resource that really need to be dedicated to schoolwork).
-
- 5. How do I connect to a MUD?
-
- There are several ways to hook yourself up to a MUD's internet port. First,
- you can use 'telnet' once you find out the MUD's network address and port
- number. If, for instance, we knew that ChupsMUD was at the network address
- 'pickle.cs.umsst.edu' at port 4201, we could type:
- (on most systems, including UNIX)
- telnet pickle.cs.umsst.edu 4201
- (or, on some VMS systems)
- telnet pickle.cs.ummst.edu/port=4201
- and we'd be ready for action. If we get back an error saying something like
- "host unknown", we'd want to do the same thing, only using the machine's
- internet number address, like this: telnet 127.0.0.1 4201. If you're using
- straight telnet on a VMS system, you might have to make sure that your
- terminal has "newlines" turned on. If it doesn't, the mud's output will get
- spewed across the screen in a most ugly fashion.
-
- Your second option is to scout out the many fine client programs which
- exist for the sole purpose of providing a friendly and useful front end
- to MUDs. (See 'client', below.)
-
- 6. What is a client program?
-
- Telnet is a rather ugly way to connect to most muds, since it doesn't
- do any fancy text wrapping, and if someone says something while you're
- typing out a line, it will make a mess out of your line, making it
- hard to see what you're typing and hard to keep track of what's going
- on in the mud. A client program is simply another program you use instead
- of telnet to connect to a mud. Clients also provide useful things such
- as macros and the ability to gag or highlight certain mud output. Clients
- are available for anonymous ftp from several sites. See the Frequently
- Asked Questions posting #2 for more information about clients.
-
- 7. Now that I'm connected, what do I do?
-
- Once you connect, find out what the deal is with respect to you getting
- a character. Some MUDs allow you to create your own, and others require
- you to send off for one via email. If you have to send off for one, send
- one e-mail request and cool your heels. MUDding will be around forever,
- no need to rush it. But let's say you've now gotten a character, and you're
- connected up, and things are starting to get interesting. At this point,
- you should do what is probably least intuitive: type 'help', read the
- instructions and directions, and understand them. Then, type 'news',
- read the information, and understand it. Then (yes, we know, we know...
- it'll be fun, soon!) practice using the commands given to you until
- you think you've got a good enough grip to be able to start in on
- exploring, questing, socializing, or whatever else tunes your engine.
-
- 8. Why not just dive in?
-
- Some people are easily annoyed when other people clearly have no idea what
- they are doing, even if they were recently in that position themselves.
- It'll be much easier for you to cope without some fella saying things
- you don't understand to you and possibly killing you. *However*, many
- MUD players are helpful, and asking them, "excuse me, are you busy? I'm
- a brand new player, and I have a question," will often work just fine.
-
- 9. What password should I use for my MUD character?
-
- You should pick a password just as you do for any computer account. Use a
- word, or better yet, a phrase or anagram, that isn't obvious. Don't, for
- instance, use the same name as your character, or your own first name, or
- your girl/boyfriend's name. And never never use the same password as the
- one on your computer account. Most MUDs prevent people from getting the
- passwords from within the mud, and most encrypt the password when it's
- store in the database files. However, there is nothing preventing the
- MUD's owner from modifying the code to dump the passwords to a file, along
- with other information such as the host you connected from. Using this
- information, an evil MUD admin could probably figure out your login name
- and get into your account easily. It's also not a good idea to use the
- same password on different MUDs, since if your password gets out on one
- MUD, all your MUD characters have been compromised. This is ESPECIALLY
- important for MUD Wizards and Gods. Use the auto-login feature of your
- client, if it has one, and protect the file containing the login information
- against reading by others.
-
- This story comes from Alec Muffett, author of Crack and maintainer of the
- alt.security FAQ.
-
- aem@aberystwyth.ac.uk: The best story I have is of a student
- friend of mine (call him Bob) who spent his industrial year at
- a major computer manufacturing company. In his holidays, Bob
- would come back to college and play AberMUD on my system.
-
- Part of Bob's job at the company involved systems management,
- and the company was very hot on security, so all the passwords
- were random strings of letters, with no sensible order. It was
- imperative that the passwords were secure (this involved writing
- the random passwords down and locking them in big, heavy duty safes).
-
- One day, on a whim, I fed the MUD persona file passwords into
- Crack as a dictionary (the passwords were stored plaintext)
- and then ran Crack on our systems password file. A few student
- accounts came up, but nothing special. I told the students
- concerned to change their passwords - that was the end of it.
-
- Being the lazy guy I am, I forgot to remove the passwords from
- the Crack dictionary, and when I posted the next version to
- USENET, the words went too. It went to the comp.sources.misc
- moderator, came back over USENET, and eventually wound up at
- Bob's company. Round trip: ~10,000 miles.
-
- Being a cool kinda student sysadmin dude, Bob ran the new version
- of Crack when it arrived. When it immediately churned out the
- root password on his machine, he damn near fainted...
-
- The moral of this story is: never use the same password in two
- different places, and especially on untrusted systems (like MUDs).
-
- 10. What's the easiest way to annoy a veteran MUD user?
-
- Demand something. Whine. Follow them around. Page or tell them over
- and over after they've asked you to stop. In combat MUDs, steal
- from corpses of things they just killed.
-
- 11. What's the easiest way to be a mean veterean MUD user?
-
- Don't give help to the new players. Kill them, ignore them, shout
- "get a description" at them. These are the best ways to kill off MUDding
- in general, actually.
-
- 12. What should I _not_ do in terms of player interaction?
-
- You shouldn't do anything that you wouldn't do in real life, even if the
- world is a fantasy world. The important thing to remember is that it's
- the fantasy world of possibly hundreds of people, and not just yours in
- particular. There's a human being on the other side of each and every
- wire! Always remember that you may meet these other people some day,
- and they may break your nose. People who treat others badly gradually
- build up bad reputations and eventually receive the NO FUN Stamp of
- Disapproval. The jury is still out on whether MUDding is "just a game"
- or "an extension of real life with gamelike qualities", but either way,
- treat it with *care*.
-
- 13. Is MUDding a game, or an extension of real life with gamelike qualities?
-
- It's up to you. Some jaded cynics like to laugh at idealists who think
- it's partially for real, but we personally think they're not playing it
- right. Certainly the hack-'n-slash stuff is only a game, but the social
- aspects may well be less so.
-
- 14. What common commands are used on MUDs?
-
- Most MUDS have a core of commands which players use to move around and
- interact with each other. For instance, there are commands for interacting
- with other players, like 'say' (or sometimes '"'), and other commands like
- 'look', 'go', etc. In TinyMUD, there are commands like 'home' (which always
- places you in your home -- remember that), ':' (pose -- try it), etc.,
- which allow you to do stuff inside the database. Commands prefixed by
- a @ (generally) allow you to change the database! Commands like @describe,
- @create, @name, @dig and @link allow you to expand the universe, change it,
- or even, perhaps, @destroy it, under certain conditions. In LPMUDs, none of
- those apply; in order to edit the universe, you have to attain Wizardhood or
- be the God of the MUD. Whatever the case, these building commands are
- beyond the scope of this little sheet -- find the documentation for whatever
- MUD you're playing with and consume it avidly. Most MUDs have documentation
- on-line, although better documentation can be gotten via ftp from other
- sites. Ask around, or try looking on ftp.tcp.com (128.111.72.60),
- or ftp.math.okstate.edu (139.78.10.6) in /pub/muds/misc.
-
- 15. I know what's going on now! What's next?
-
- Now is the time when you should be most careful. Within reason,
- don't be afraid to ask questions of other players.
-
- 16. Who should I ask for help?
-
- Wizards (see the glossary section) are usually helpful; if you know a
- wizard to be a wizard, then you can usually ask them a question or two.
- Make sure they're not busy first. Also, players who have been logged on
- for a long time (which you can check using the WHO command) are often
- helpful, as they are usually the veterans who've seen it all before.
- In combat MUDs, asking relatively high level characters is usually the
- way to find things out.
-
- 17. What if I'm completely confused and am casting about for a rope in a
- vast, churning wilderness of chaos and utter incomprehension?
-
- Ask a friend to help you. Don't post anything in any newsgroup. Just
- take it slow, one step at a time, smoothing over the things you don't
- understand by reading manuals (i.e. 'man telnet'), asking local help,
- or trying to find people who use MUDs who are at your site.
-
- 18. What USENET newgroups are devoted to MUDs?
-
- There are several USENET newsgroups associated with MUDs. The first (and
- least used) is alt.mud. When it got popular, the newsgroup rec.games.mud
- was then created, and when it got too noisy and chaotic, a few new groups
- were split off of the main one (rec.games.mud is no longer a "real"
- newsgroup - all of its volume went to rec.games.mud.misc). The current
- newsgroups are:
- rec.games.mud.admin - Postings pertaining to the administrative
- side of MUDs.
- rec.games.mud.announce - moderated group, where announcements of
- MUDs opening, closing, moving, partying,
- etc are posted.
- rec.games.mud.diku - Postings pertaining to DikuMUDs.
- rec.games.mud.lp - Postings pertaining to LPMUDs.
- rec.games.mud.misc - Miscellaneous postings.
- rec.games.mud.tiny - Postings pertaining to the Tiny* family
- of MUDs.
- If you feel you must post something to USENET, please do it in the
- group where it best belongs - no posts about TinyMUSH in the Diku
- group, no questions about an LPMUD in the Tiny group, etc.
-
- 19. How do I start my own MUD?
-
- First, you need to pick a server. You'll have to figure out how to
- compile it, get it running, and you'll need to know how to _keep_ it
- running, which usually involves some programming skills, generally in
- C, and a good deal of time. Of course, you also need to be well versed
- in the ways and commands of that particular MUD server, and you'll
- probably need help running the place from a few of your friends.
-
- Don't forget that you'll have to have a machine to run it on, and the
- resources with which to run it. Most MUDs use anywhere from 5 to 90
- megs of disk space, and memory usage can be anything from 1 to 35 megs.
- A good rule of thumb is to first ask around for specifics on that server;
- average muds need around 25 megs of disk space for everything, and about
- 10 megs of memory, although the exact numbers vary widely.
-
- NOTE: If you don't *explicitly own* the machine you're thinking about
- right now, you had better get the permission of the machine owner before
- you bring up a MUD on his computer. MUDs are not extremely processing-
- consumptive, but they do use up some computing power. You wouldn't want
- people plugging in their appliances into the outlets of your home without
- your permission or knowledge, would you?
-
-
- Glossary of MUD Terms
-
- 20. What was the first MUD?
-
- MUD1, written by Richard Bartle and Roy Trubishaw, back in 1979-80, is
- generally accepted as the first MUD. TinyMUD Original, the first of
- the Tiny- family of muds, was written in August 1989. A more complete
- chronology of MUDs is being prepared - contributions emailed to
- jds@math.okstate.edu are heartily welcomed.
-
- 21. What is a bot?
-
- A bot is a computer program which logs into a MUD and pretends to be a
- human being. Some of them, like Julia, are pretty clever -- legend has it
- that Julia's fooled people into believing that she's human. Others have
- less functionality. The most common bot program is the Maas-Neotek model.
-
- 22. What's a clueless newbie?
-
- A 'newbie' is someone who has only recently begun to participate in some
- kind of activity. When we're born, we're all life newbies until we get
- experience under our belts (or diapers, whatever). You're a clueless
- newbie until you've got the hang of MUDding, basically.
-
- 23. What is a cyborg?
-
- A cyborg is defined as 'part man, part machine.' In the MUD world, this
- means that your client is doing some of the work for you. For instance,
- you can set up many clients to automatically greet anyone entering the
- room. You can also set up clients to respond to certain phrases (or
- 'triggers'). Of course, this can have disastrous consequences. If
- Player_A sets his client up to say hi every time Player_B says hi, and
- Player_B does likewise, their clients will frantically scream hi at each
- other over and over until they manage to escape. Needless to say, runaway
- automation is very heavily frowned upon by anyone who sees it. If you
- program your client to do anything special, first make sure that it cannot
- go berserk and overload the MUD.
-
- 24. What's a dino?
-
- A dino is someone that has been around for a very long time (cf. 'dinosaur').
- These people tend to reminisce nostalgically about dead or nonexistent
- MUDs which were especially fun or interesting.
-
- 25. What is a flame?
-
- Flaming is when someone shouts at another person in a vain attempt to
- convince them that whatever that other person said or believes in is
- unconditionally wrong or stupid. Avoid getting into flame wars, and
- if flamed, laugh it off or ask someone else what you did wrong.
-
- 26. What is a furry?
-
- A 'furry' is an anthropomorphic intelligent animal. If you've ever
- seen Zoo-bilee Zoo on The Learning Channel, you know what I mean.
- Furries are not unique to MUDdom - they originated in comics, and
- can usually be found at comic or animation conventions and the like.
- Generally, any MUD character which has fur and is cute is deemed a
- furry. Most furries hang out on FurryMUCK, naturally.
-
- 27. What is HAVEN?
-
- On many TinyMUDs, there are several flags associated with each room. The
- HAVEN flag is probably the most famous one. In rooms where the HAVEN flag
- is set, no character may kill another. (See 'player killing' below.)
-
- 28. What is a log?
-
- Certain client programs allow logs to be kept of the screen. A time-
- worn and somewhat unfriendly trick is to entice someone into having
- TinySex with you, log the proceedings, and post them to rec.games.mud.*
- and have a good laugh at the other person's expense. Logs are useful
- for recording interesting or useful information or conversations, as well.
-
- 29. What is Maving?
-
- Mav is a famous TinyMUDder who sometimes accidentally left a colon on
- the front of a whisper, thus directing private messages to the whole
- room. The meaning of the verb has changed to include making any
- say/whisper/page/pose typing confusion.
-
- 30. What is net lag?
-
- The Internet (the network which connects your computer to mine) is made
- up of thousands of interconnected networks. Between your computer and
- the computer which houses the MUD, there may be up to 30 gateways and
- links connecting them over serial lines, high-speed modems, leased lines,
- satellite uplinks, etc. If one of these gateways or lines crashes, is
- suddenly overloaded, or gets routing confused, you may notice a long
- time of lag time between your imput and the MUD's reception of that
- input. Computers which are nearer to the computer running the MUD are
- less susceptible to netlag. Another source of lag is if the computer
- which hosts the MUD is overloaded. When netlag happens, it is best to
- just patiently wait for it to pass.
-
- 31. What's player killing?
-
- The answer to this question varies widely. On most combat-oriented
- MUDs, such as LPMUD and Diku, player killing is taken quite seriously.
- On others, it's encouraged. On most TinyMUDs, as there is little to
- no combat system, player killing is sometimes employed as a means of
- showing irritation at another player, or merely to show emphasis of
- something said (usually, it means "and I really mean it!"). It's
- best to find out the rules of the MUD you're on, and play by them.
-
- 32. What is spam?
-
- Spamming, derived from a famous Monty Python sketch, is the flooding of
- appropriate media with information (such as repeated very long 'say'
- commands). Unintentional spamming, such as what happens when you walk
- away from your computer screen for a few minutes, then return to find
- several screenfuls of text waiting to scroll by, is just a source of
- irritation. Intentional spamming, such as when you repeat very long
- 'say' commands many times, or quote /usr/dict/words at someone, is
- usually frowned on, and can get you in trouble with the MUD administration.
-
- 33. What is TinySex?
-
- TinySex is the act of performing MUD actions to imitate having sex
- with another character, usually consentually, sometimes with one hand
- on the keyboard, sometimes with two. Basically, it's speed-writing
- interactive erotica. Realize that the other party is not obligated
- to be anything like he/she says, and in fact may be playing a joke
- on you (see 'log', above).
-
- 34. What is a 'Wizard' or 'God'?
-
- Gods are the people who own the database, the administrators. In most
- MUDs, Wizards are barely distinguishable from Gods - they're just barely
- one step down from the God of the MUD. An LPMUD Wizard is a player who
- has 'won' the game, and is now able to create new sections of the game.
- Wizards are very powerful, but they don't have the right to do whatever
- they want to you; they must still follow their own set of rules, or face
- the wrath of the Gods. Gods can do whatever they want to whomever they
- want whenever they want - it's their MUD. If you don't like how a
- God acts or lets his Wizards act toward the players, your best recourse
- is to simply stop playing that MUD, and play another.
-
- A more appropriate name for wizards would probably be 'Janitor', since
- they tend to have to put up with responsibilities and difficulties (for
- free) that nobody else would be expected to handle. Remember, they're
- human beings on the other side of the wire. Respect them for their
- generosity.
-
- FREQUENTLY ASKED QUESTIONS: MUD Clients and Servers
-
- This is part 2 in a 3 part series of FAQs.
-
- Disclaimer - This document may be seen to be biased towards TinyMUDs.
- This is because the maintainer mainly plays those types of
- servers, not because she thinks they are inherently better
- or worse than other types of servers. However, this document
- is meant to be generalized and useful for all MUDdom, and
- so corrections and contributions are always welcome.
-
-
- Table of Contents
- -----------------
- Client Information
- 1. What is a client?
- 2. Where do I get clients?
- 3. What operating systems do clients run on?
- 4. Is there anything wrong with running a client?
- 5. What different clients are available? [Client List]
- Glossary of Client terms
- Server Information
- 6. What is a server?
- 7. Where do I get servers?
- 8. What operating systems to servers run on?
- 9. Is there anything wrong with running a server?
- 10. What different servers are available? [Server List]
- General Information
- 11. What do I do if my client/server won't compile?
- 12. Should I read the documentation of whatever client or server
- I select?
- 13. What is FTP, and how do I use it?
-
-
-
- Client Information
-
- 1. What is a client?
-
- Clients are programs, usually written in C, that connect up to
- servers. Telnet is one such client program. Many clients written
- for MUDs have special added bonus features through which they filter
- the output; most, for instance, separate your input line from the
- output lines and wraps words after 80 columns. Some also have a macro-
- writing capability which allows the user to execute several commands with
- just a few keypresses. Some allow you to highlight output coming from
- certain players or suppress it altogether. Still other clients make
- the sometimes tedious task of building new areas a breeze.
-
- 2. Where do I get clients?
-
- Listed below is a list of clients, and a site or two where they can
- be ftped from. If the site is down, your best bet is to ask around.
- In general, ftp.tcp.com (128.111.72.60) and ftp.math.okstate.edu
- (139.78.10.6) are good places to look. Directions for how to ftp
- and unarchive clients are at the end of this FAQ.
-
- 3. What operating systems do clients run on?
-
- Most use BSD Unix, although many also run under SysV Unix. Some run under
- VMS with either MultiNet or Wollongong networking, a few new ones run
- on a Macintosh, and there's even one for IBM VM.
-
- 4. Is there anything wrong with running a client?
-
- Not usually. Clients can be large when compiled, especially if they
- have lots of nifty features. They don't take up much CPU time at all.
- It is recommended that you ask your friendly systems administrator or
- other machine-responsible person if it's okay for you to install one
- on the system, if only for the reason that someone else might already
- have done so, and you might be able to save space by sharing with them.
- If there's a no games policy at your site, don't try to sneak by it with
- a client -- their activities are easily detectable. Be good.
-
- 5. What different clients are available?
-
- Here's a reasonably accurate listing of available clients. Please note
- that I have not tested each of these, and they're not guaranteed to
- work for you. If your favorite client isn't listed here, please
- drop a short note describing the client's features and where it can
- be ftp'd from to jds@math.okstate.edu.
-
- UNIX clients appear first, VMS clients next, miscellaneous clients last.
- EMACS clients for UNIX appear after those written in C.
-
- Directions for how to ftp and unarchive clients and servers can be found
- at the end of this FAQ.
-
- Name Description
- ---- -----------
-
- TinyTalk Runs on BSD or SysV with networking. Latest version is
- 1.1.7GEW. Designed primarily for TinyMUD-style muds.
- Features include line editing, command history,
- hiliting (whispers, pages, and users), gag, auto-login,
- simple macros, logging, and cyberportals.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
- parcftp.xerox.com(13.1.64.94):/pub/MOO/clients
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
-
- TinyFugue Runs on BSD or SysV with networking. Latest version is
- 3.0alpha20. Commonly known as 'tf'. Designed primarily for
- TinyMUD-style muds, although will run on LPMUDs and Dikus.
- Features include regexp hilites and gags, auto-login, macros,
- line editing, screen mode, triggers, cyberportals, logging,
- file and command uploading, shells, and multiple connects.
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- TclTT Runs on BSD. Latest version is 0.9. Designed primarily for
- TinyMUD-style muds. Features include regexp hilites, regexp
- gags, logging, auto-login, partial file uploading, triggers,
- and is programmable.
- ftp.white.toronto.edu(128.100.2.160):/pub/muds/tcltt
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- VT Runs on most BSD and SysV UNIX systems. Latest version
- is 2.15. Must have vt102 capabilities. Useable for all
- types of muds. Features include a C-like extension language
- (VTC) and a simple windowing system.
- ftp.math.okstate.edu(139.78.1.12):/pub/muds/clients/vt
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
-
- LPTalk Runs on BSD or SysV with networking. Latest version is 1.2.1.
- Designed primarily for LPMUDs. Features include hiliting,
- gags, auto-login, simple macros, logging.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- SayWat Runs on BSD. Latest version is 0.23. Designed primarily for
- TinyMUD-style muds. Features include regexp hilites,
- regexp gags, macros, triggers, logging, cyberportals,
- rudimentary xterm support, command line history,
- and file uploading.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- PMF Runs on BSD. Latest version is 1.12.1. Usable for both LPMUDs
- and TinyMUD-style muds. Features include line editing,
- auto-login, macros, triggers, gags, logging, file uploads,
- an X-window interface, and ability to do Sparc sounds.
- ftp.lysator.liu.se(130.236.254.1):/pub/lpmud/clients
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- TinyView Runs on BSD. Latest version is 1.0. Designed for use primarily for TinyMUD-style muds. Features include screen mode, macros,
- history buffers, line editing, and multiple connects.
- NO KNOWN SITE
-
- TINTIN Runs on BSD. Latest version is 3.0. Designed primarily
- for Dikus. Features include macros, triggers,
- tick-counter features, and multiple connects.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
- ucbvax.berkeley.edu(128.32.133.1):/pub/games/dikumud/utility
-
- TUsh Runs on BSD and SysV with networking. Latest version
- is 1.74. Features include hiliting, triggers, aliasing,
- history buffer, and screen mode.
- ftp.warwick.ac.uk(137.205.192.5):/tmp
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- LPmudr Runs on BSD or SysV with networking. Latest version is
- 2.7. Designed primarily for LPMUDs. Features include
- line editing, command history, auto-login and logging.
- ftp.cd.chalmers.se(129.16.79.20):/pub/lpmudr
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- MUD.el Runs on GNU Emacs. Usable for TinyMUD-style muds, LPMUDs,
- and MOOs. Features include auto-login, macros, logging,
- cyberportals, screen mode, and it is programmable.
- parcftp.xerox.com(18.85.0.2):/pub/MOO/clients
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- TinyTalk.el Runs on GNU Emacs. Latest version is 0.5. Designed primarily
- for TinyMUD-style muds. Features include auto-login, macros,
- logging, screen mode, and it is programmable.
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- LPmud.el Runs on GNU Emacs. Designed primarily for LPMUDs. Features
- include macros, triggers, file uploading, logging, screen
- mode, and it is programmable.
- ftp.lysator.liu.se(130.236.254.1):/pub/lpmud/clients
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- CLPmud.el Runs on GNU Emacs. Designed primarily for LPMUDs. Similar
- to LPmud.el, but with the added capability for remote
- file retrieval, editing in emacs, and saving, for LPMud
- wizards.
- mizar.docs.uu.se(130.238.4.1):/pub/lpmud
-
- MyMud.el Runs on GNU Emacs. Latest version is 1.31. Designed primarily
- for LPMUDs and Dikus. Features include screen mode,
- auto-login, macros, triggers, autonavigator, and it is
- programmable.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
-
- TINT Runs on VMS with MultiNet networking. Latest version is 2.2.
- Designed primarily for TinyMUD-style muds. Features include
- hiliting (whispers, pages, users), gags, file uploading,
- simple macros, screen mode. See also TINTw.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- TINTw Runs on VMS with Wollongong networking. See TINT.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
-
- DINK Runs on VMS with either Wollongong or MultiNet networking.
- Similar to TINT. No longer supported by the author.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
-
- FooTalk Runs on VMS with MultiNet networking and BSD Unix. Primarily
- designed for TinyMUD-style muds. Features include screen
- mode, and it is programmable. See RispTalk below.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- RispTalk Runs on BSD Unix. FooTalk with an interpreter for converting
- a lispish language into footalk's language. See FooTalk above. NO KNOWN SITE
-
- REXXTALK Runs on IBM VM. Latest version is 2.1. Designed primarily
- for TinyMUD-style muds. Features include screen mode,
- logging, macros, triggers, hilites, gags, and auto-login.
- Allows some IBM VM programs to be run while connected to
- a foreign host, such as TELL and MAIL. (Warning: Ftp-ing
- the module sometimes does not work. Try emailing
- SESPC381@YSUB.YSU.EDU or SESPC381@YSUB.BITNET and he
- should be able to send you the module via bitnet.)
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- MUDDweller Runs on any Macintosh. Latest version is 1.1d7. Connects
- to a MUD through either the communications toolbox or
- by MacTCP. Usable for both LPMUDs and TinyMUD-style muds.
- Current features include multiple connections, a command
- history and a built-in MTP client for LPMUDs.
- rudolf.ethz.ch(129.132.57.10):/pub/mud
- sumex-aim.stanford.edu(36.44.0.6):/info-mac/comm
- mac.archive.umich.edu(141.211.164.153):
- /mac/utilities/communications
- wuarchive.wustl.edu(128.252.135.4):/mirrors/info-mac/comm
-
- Mudling Runs on any Macintosh. Latest version is 0.9b26.
- Features include multiple connections, triggers,
- macros, command line history, separate input and output
- windows, and a rudimentary mapping system.
- imv.aau.dk(129.142.28.1):/pub/Mudling
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/clients
-
- MUDCaller Runs under MSDOS. Latest version is 1.00. Requires an
- Ethernet card, and uses the Clarkson Packet drivers.
- Does NOT work with a modem. (If you telnet in MSDOS,
- you can probably use this.)
- ftp.tcp.com(128.111.72.60):/pub/mud/clients
- wuarchive.wustl.edu(129.252.135.4):/pub/MSDOS_UPLOADS
-
- BSXMUD Clients These clients run on various platforms, and allow the
- user to be able to see the graphics produced by BSXMUDs.
- BSXMUDs are generally LPMUDs who have been hacked to
- enable the sending of polygon graphics coordinates
- to BSXclients, thus letting you play a graphic
- LPMUD instead of just a text-based one.
- For more information, contact vexar@watserv.ucr.edu.
- For Amiga: requires a modem - amigaclient.lzh
- For PC: requires a modem - msclient.lzh AND x00v124.zip
- For X11: sources, version 3.2 - bsxclient.tar.Z
- For Sun4: binary - client.sparc.tar.Z
- Also available are programs to custom-draw your
- own graphics for a BSXMUD: - muddraw.tar.Z
- ftp.lysator.liu.se(130.236.254.1):pub/lpmud/bsx
- ftp.math.okstate.edu(139.78.10.6):pub/muds/BSXstuff
-
- Glossary of Client Terms
- Auto-login Automatically logs into the game for you.
- Hiliting Allows boldface or other emphasis to be applied to some
- text. Often allowed on particular types of output
- (e.g. whispers), or particular players. "Regexp" means
- that UNIX-style regular expressions can be used to select
- text to hilite.
- Gag Allows some text to be suppressed. The choice of what to
- suppress is often similar to hiliting (players or regular
- expressions).
- Macros Allows new commands to be defined. How complex a macro
- can be varies greatly between clients; check the
- documentation for details.
- Logging Allows output from the MUD to be recorded in a file.
- Cyberportals Supports special MUD features which can automatically
- reconnect you to another MUD server.
- Screen Mode Supports some sort of screen mode (beyond just scrolling
- your output off the top of the screen) on some terminals.
- The exact support varies.
- Triggers Supports events which happen when certain actions on the
- MUD occur (e.g. waving when a player enters the room).
- (This can nearly always be trivially done on programmable
- clients, even if it isn't built in.)
- Programmable Supports some sort of client-local programming. Read the
- documentation.
-
- Some of these clients are more featured than others, and some require
- a fair degree of computer literacy. TinyTalk and TinyFugue are
- among the easiest to learn; Tcltt is more professional. Caveat Emptor.
- Since many MUDders write their own clients, this list can never be
- complete. As above, ask around.
-
-
- Server Information
-
- 6. What is a server?
-
- A server is a program which accepts connections, receives data, mulls
- it over, and sends out some output. In the MUD world, the server keeps
- track of the database, the current players, the rules, and sometimes
- the time (or the 'heartbeat'). Servers are usually very large C programs
- which maintain a small-to-enormous database of the objects, rooms,
- players and miscellany of the MUD.
-
- 7. Where do I get servers?
-
- Below there is a list of different types of servers, complete with
- ftp sites on which they can be found. Be aware that this list is
- far from complete, as new servers pop up constantly, and the
- existing ones are still being developed.
-
- 8. What operating systems to servers run on?
-
- Most servers require some form of UNIX, be it BSD or SysV. A few
- servers are being ported to VMS nowadays, and there are a few which
- have versions for MS-DOS and Amigas.
-
- 9. Is there anything wrong with running a server?
-
- Because of their size and their constant computational activities,
- servers can be extremely CPU-intensive and can even be crippling to any
- other work done on that computer. Even if they're not CPU-intensive,
- most MUDs can take up a fair amount of disk space - anywhere from
- 10 to 90 megs, which could impact the other users on the machine.
- Do not ever run a MUD server on a machine illicitly or without express
- permission from the person responsible for the machine. Many universities
- and companies have strict policies about that sort of behavior which you
- don't want to cross.
-
- Of course, people who don't know any better start up illicit MUDs all the
- time. Apart from the possibility of losing all your work and energy to
- one press of a sysadmin's finger, there's no harm done to the player.
- But we must stress: running a MUD where you shouldn't can get you into
- a whole new world of hurt. Don't take the chance, it's not worth it.
-
- 10. What different servers are available?
-
- There are probably as many MUD server types as there are MUDs. Since
- everyone has their own opinions as to what MUDs should be like, and since
- the server source can be edited, most MUDs have site-specific fixtures
- in them. However, there are a few main protoMUDs (also called 'vanilla
- versions' because they haven't been 'flavored' yet). Note that this
- list is not complete, and that it may contain errors in fact or
- judgement, but is deemed pretty much right as of this writing.
- Corrections/additions to jds@math.okstate.edu are welcomed.
-
- There are essentially three groups of muds:
- o Combat-oriented MUDs (LP/Diku/etc)
- o TinyMUD and its direct descendants, aka social-oriented MUDs
- o Miscellaneous
-
- The majority of the muds in the miscellaneous category are not
- combat-oriented muds at all, and indeed many take after TinyMUD in most
- things. However, as these muds are not a direct derivative of the original
- TinyMUD code, I've stuck them in their own category. The authors
- listed for each server are very probably not the people currently
- working on that code. To find out who's currently in charge of
- the code, either ftp the latest version and look for a README
- file, or ask around. Directions for how to ftp and unarchive servers
- can be found at the end of this FAQ.
-
- A note on the term 'combat-oriented': this generally means that combat
- is an inherent part of the culture of the mud. A flight-simulator
- could be called a combat-oriented game, just as truely as your typical
- shoot-em-up game could be. A 'social-oriented' mud has a different
- focus, one dependent either on roleplaying social interactions (which
- MAY include combat!), or on not roleplaying at all, but merely talking
- with friends or other such benign things.
-
- Combat-Oriented MUDs
- --------------------
-
- MUD The original, by Richard Bartle and Roy Trubshaw, written back
- in 1978. Not available any more, except as an advanced
- version now running on CompuServe under the name of
- "British Legends".
-
- AberMUD One of the first adventure-based MUDs. Players cannot build.
- In later versions, I believe, a class system was added, and
- wizards can build onto the database. It's named after
- the university at which it was written, Aberstywyth.
- Latest version is 5.21.4. Supports all the usual in
- combat game design, including BSX graphics and MudWHO.
- Not too big, and it will run under BSD and SYSV.
- Author, contact address, and mailing list address is
- iiitac@pyr.swan.ac.uk.
- sunacm.swan.ac.uk(137.44.12.4):/pub/misc/AberMUD5/SOURCE
-
- LPMUD The most popular combat-oriented MUD. Players cannot build.
- Be warned, though: LPMUD servers version 3.* themselves are
- very generic - all of the universe rules and so forth are
- written in a separate module, called the mudlib. Most
- LPMUDs running are written to be some sort of combat system,
- which is why I've classified them here, but they don't
- have to be! Wizards can build onto the database, by means
- of an object-oriented C-like internal language called LP-C.
- It's named after its primary author, Lars Penj|. Latest
- version is 3.2. Fairly stable, and size varies from
- medium to large. For further information, email to
- amylaar@mcshh.hanse.de.
- ftp.cd.chalmers.se(129.16.79.20):/pub/lpmud
- lysator.liu.se(130.236.254.1):/pub/lpmud
- worf.tamu.edu(128.194.51.189):/pub/lpmud
- calvin.nmsu.edu(128.123.35.150):/pub/mud/src
- netserv1.its.rpi.edu(128.113.1.5):/pub-write/lpmud
- ucbvax.berkeley.edu(128.32.133.1):/pub/games/lpmud
-
- There is a port of 3.1.2 for MSDOS, that requires at least
- a '386 to run. It accepts connections from serial ports.
- ftp.cd.chalmers.se(129.16.79.20):/pub/lpmud/msdos
-
- There is a port of 3.1.2 for Amigas, called amud. Binaries
- and source are available. For further information email
- to mateese@ibr.cs.tu-bs.de.
- ftp.cd.chalmers.se(129.16.79.20):/pub/lpmud/amud
-
- There are several popular mudlibs available, along with a
- few variants of the "standard" LPMUD code. I hope to have
- a section devoted to them here soon. Contributions emailed
- to jds@math.okstate.edu are welcomed.
-
- DikuMUD Newer than LPMud, and gaining in popularity. Almost identical
- from the players' point of view. Uses a guild system instead
- of a straight class system. Different classes get different
- tricks specific to that class at various levels. Wizards
- can add on to the database, but there is no programming
- language, as in LP. It's named after the university at
- which it was written.
- coyote.cs.wmich.edu(141.218.40.40):/pub/Games/Diku
- ucbvax.berkeley.edu(128.32.133.1):/pub/games/dikumud
-
- KMUD Still under development. KMUD is similar to LPMUD in
- feel, but only runs on PCs. It does have some on-line
- building commands. It accepts connections from serial
- ports (requires a FOSSIL driver), and through TCP/IP
- telnet protocol. Beta versions (with source code)
- are available.
- NO KNOWN SITE
-
- 1001 Still partially in development. 1001 is similar to
- DikuMUD in feel and design, but runs only on PCs.
- Multitasking is required, and a '386 is recommended.
- It's designed for use primarily with multiline BBS
- systems, and supports most BBS software.
- Author is Jim Dugger. Latest version is 1.03.
- Available on FidoNet 1:3814/2, as well as
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
-
- YAMA PC mud writing system, using waterloo wattcp. Runs on a
- 640K PC/XT or better. Runs best with about a 1Mb ram disk,
- but is fine without. A seperate windows version (yamaw)
- runs under windows and allows you to run a mud on a 286
- or higher without taking over the machine.
- sunacm.swan.ac.uk(137.44.12.4):/pub/misc/YAMA
-
- UriMUD Developed from an LPMud2.4.5, the code structure is
- very similar. Features include better speed,
- flexibility, stronger LPC, and the ability to
- handle multiple mudlibs under one parser.
- Latest version is 2.3.
- netcom.com(192.100.81.100):/pub/urimud
-
-
- TinyMUD-style MUDs
- ------------------
-
- TinyMUD The first, and archetypical, socially-oriented MUD. It
- was inspired by and looks like the old VMS game Monster,
- by Rich Skrenta. Players can explore and build, with the
- basic @dig, @create, @open, @link, @unlink, @lock commands.
- Players cannot teleport, and couldn't use @chown or set
- things DARK until later versions. Recycling didn't exist
- till the later versions, either. It's called 'Tiny'
- because it is - compared to the combat-oriented MUDs.
- Original code written by Jim Aspnes. Last known version
- is 1.5.5. Not terribly big, and quite stable.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
- impaqt.drexel.edu(129.25.10.3):
- /pub/files/unix/games/MUD/tinymud
-
- There is a PC port of TinyMUD, along with some extra
- code. It accepts connections from serial ports.
- NO KNOWN SITE
-
- There is a modified version of TinyMUD called PRISM,
- that works for PCs, Atari STs, and most Unixes. It
- also comes with a internal BSX client for MSDOS.
- lister.cc.ic.ac.uk(129.31.80.167):/pub/prism
-
- TinyMUCK v1.* The first derivative from TinyMUD. Identical to TinyMUD,
- except that it added the concept of moveable exits, called
- @actions. Also introduced the JUMP_OK flag, which allows
- players to use @teleport, and @recycle, which TinyMUD later
- added. Its name, MUCK, is derived from MUD, and means
- nothing in particular. Original code written by Stephen
- White. Latest stable verion is 1.2.c&r, which brought
- TinyMUCKv1 up to date with later TinyMUD things. Not
- terribly big.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
-
- TinyMUSH The second derivative from TinyMUD. Also identical to TinyMUD,
- with the addition of a very primitive script-like language.
- Introduced JUMP_OK like TinyMUCK, and has recycling, except
- it is called @destroy. Also introduced the concept of
- PUPPETs, and other objects that can listen. In later
- versions the script language was extended greatly, adding
- math functions and many database functions. In the latest
- version, 2.0.*, it's gone to a disk-basing system as well.
- Its name, MUSH, stands for Multi-User Shared Hallucination.
- Original code written by Larry Foard. The latest non-
- disk-based version is PennMUSH1.50, which is quite similar
- to 2.0 from the user's point of view. Both the disk-based
- version and the non-disk-based version are being developed
- at the same time. TinyMUSH is more efficient in some ways
- than TinyMUD, but winds up being larger because of programmed
- objects. Version 2.0 in general uses less memory but a
- great deal more disk space. 2.0 may also be able to be
- run under VMS, as well as both BSD and SysV UNIX.
- Most recent version is 2.0.9p10, but last known stable
- version is 2.0.8p4.
- primerd.prime.com(129.122.132.150):/pub/games/mud/tinymush
- caisr2.caisr.cwru.edu(129.22.24.22):/pub/mush
- ftp.tcp.com(128.111.72.60):/pub/mud/mush
-
- TinyMUCK v2.* TinyMUCKv1.* with a programming language added. The language,
- MUF (multiple user forth), is only accessible to people with
- the MUCKER flag. Changed the rules of the JUMP_OK flag
- somewhat, to where it's nice and confusing now. MUF is
- very powerful, and can do just about anything a wizard can.
- Original version 2.* code written by Lachesis. Latest
- version is 2.3b, with several varieties (FBMUCK and
- DaemonMUCK 0.14 the most common).
- Can be quite large, especially with many programs.
- Mostly stable.
- ftp.tcp.com(128.111.72.60):/pub/mud/tinymuck
-
- TinyMUSE A derivative of TinyMUSH. Many more script-language
- extensions and flags. Reintroduced a class system,
- a-la combat-oriented MUDs.
- Latest version is 1.4, but it's not very stable.
- chezmoto.ai.mit.edu(18.43.0.102):/tinymuse
-
- TinyMAGE The bastard son of TinyMUSH and TinyMUCK. It combines
- some of MUSH's concepts (such as puppets, @adesc/@asucc,
- several programming functions, and a few flags) with
- TinyMUCK2.x. Interesting idea, really busted code.
- Latest version is 1.1.2.
- ftp.tcp.com(128.111.72.60):/pub/mud/incoming
-
-
- Miscellaneous
- -------------
-
- UberMUD The first MUD where the universe rules are written
- totally in the internal programming language, U. The
- language is very C/pascal-like. The permissions system
- is tricky, and writing up every universe rule (commands
- and all) without having big security holes is a pain.
- But it's one of the most flexible muds in existance.
- Great for writing up neat toys. It's also disk-based.
- Original code written by Marcus J Ranum. Latest version
- is 1.13. Small in memory, but can eat up disk space.
- Quite stable.
- decuac.dec.com(192.5.214.1):/pub/mud
- ftp.white.toronto.edu(128.100.2.160):/pub/muds/uber
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
-
- MOO An Object-Oriented MUD. Unfortunately, the first few
- versions weren't fully object oriented. Later versions
- fixed that problem. There is a C-like internal programming
- language, and it can be a bit tricky. Original code
- written by Stephen White. Last version is 2.0a.
- NO KNOWN SITE
-
- LambdaMOO An offshoot of MOO. Added more functionality, many
- new features, and a great deal more stability, in a
- general rewrite of the code. This is the only version
- of MOO that is still being developed, by Pavel Curtis.
- Latest version is 1.7.0.
- parcftp.xerox.com(13.1.64.94):/pub/MOO
-
- TeenyMUD A TinyMUD clone, written from scratch. Its main feature
- is that it is disk based. Original code written by
- Andrew Molitor. Latest version is 1.3a. Very small,
- and mostly stable.
- fido.econ.arizona.edu(128.196.196.1):/pub
-
- SMUG Also known as TinyMUD v2.0. It has an internal programming
- language, and it does have some inheritance. Surprisingly
- similar to MOO in some ways. SMUG stands for Small Multi
- User Game. Original code written by Jim Aspnes.
- impaqt.drexel.edu(129.25.10.3):/pub/files/unix/games/MUD/smug
- ftp.tcp.com(128.111.72.60):/pub/mud/smug
- wuarchive.wustl.edu(128.252.135.4):
- /pub/archives/comp.sources.games/vol11/tinymud2
-
- UnterMUD A network-oriented MUD. It's disk-based, with a variety
- of db layers to choose from. An UnterMUD can connect
- directly to other UnterMUDs, and players can carry
- stuff with them when they tour the Unterverse. This can
- be a bit baffling to a new user, admittedly, but those
- people already familiar with the old cyberportals and
- how they work (invented way back with the original TinyMUD)
- will adjust to the new real cyberportals easily. There
- is both a primitive scripting language and much of the
- U language from UberMUD built in, as well as a combat
- system that can be compiled in if wanted. The parsing
- can be a bit odd, especially if you're used to the
- TinyMUD-style parser. Unter is also the only MUD that
- can run under BSD Unix, SysVr4 Unix, and VMS with MultiNet
- networking, with little to no hacking. Original code
- written by Marcus J Ranum.
- Latest version is 2.1. Small in memory, but can eat up
- a lot of disk space.
- ftp.math.okstate.edu(139.78.10.6):/pub/muds/servers
- decuac.dec.com(192.52.214.1):/pub/mud
- ftp.tcp.com(128.111.72.60):pub/mud/unter
-
- Note: just because we say something's available doesn't mean we have it.
- Please don't ask us; ask around for ftp sites that might have them, or
- try looking on ftp.tcp.com (128.111.72.60) or ftp.math.okstate.edu
- (139.78.10.6).
-
-
- General Information
-
- 11. What do I do if my client/server won't compile?
-
- Your first best bet is to check out the documentation and see if someone
- is listed as 'supporting' (i.e. generally responsible for) the program.
- If they are, send them a short, well-written e-mail note explaining your
- hardware and software completely as well as a transcript of the error.
- Do not post to the internet unless all other realistic options have been
- considered and taken -- generally speaking, most readers will not be
- interested in your dilemma and may get upset that you're wasting their
- time. Since MUDs have probably been compiled on every single platform
- since the Cyber 3000, there's a good chance that asking around the
- subculture will get you the answers you crave. Do not mail me. I
- probably won't know.
-
- 12. Should I read the documentation of whatever client or server I select?
-
- Yes.
-
- 13. What is FTP, and how do I use it?
-
- FTP stands for File Transfer Protocol, and is a way of copying files
- between networked computers. The best way to learn about ftp is
- to get the FTP FAQ, by emailing mail-server@rtfm.mit.edu with
- send usenet/news.answers/ftp-list/faq
- in the body of the message.
- Not all ftps are alike, but here's a sample session:
- % ftp ftp.math.okstate.edu
- Connected to ftp.math.okstate.edu.
- 220 ftp.math.okstate.edu FTP server (SunOS 4.1) ready.
- Name (ftp.math.okstate.edu:jds): ftp <-- use 'ftp' as your login
- 331 Guest login ok, send ident as password.
- Password: <-- use your email addr as pwd
- 230 Guest login ok, access restrictions apply.
- ftp> cd pub/muds/clients <-- how to change directories
- 250 CWD command successful.
- ftp> dir <-- ls also works
- 200 PORT command successful.
- 150 ASCII data connection for /bin/ls (139.78.10.6,4011) (0 bytes).
- total 2310
- -rw-r--r-- 1 4002 4002 34340 Feb 6 1992 amigaclient.lzh
- ...etc etc...
- -rw-r--r-- 1 4002 4002 43093 Dec 13 1991 tinytalk.117.shar.Z
- 226 ASCII Transfer complete.
- 2631 bytes received in 0.7 seconds (3.6 Kbytes/s)
- ftp> bin <-- VERY IMPORTANT! binary transfers
- 200 Type set to I.
- ftp> get tinytalk.117.shar.Z <-- get filename
- 200 PORT command successful.
- 150 ASCII data connection for tinytalk.117.shar.Z (139.78.10.6,4012) (43093 bytes).
- 226 ASCII Transfer complete.
- local: tinytalk.117.shar.Z remote: tinytalk.117.shar.Z
- 43336 bytes received in 0.28 seconds (1.5e+02 Kbytes/s)
- ftp> bye <-- how to quit ftp
- 221 Goodbye.
- %
-
- Now that you've successfully ftped a file, you must unarchive it. There
- are many ways of archiving files; so many that they couldn't possibly
- all be listed here. In general, though, if a file ends in:
- .Z <-- uncompress filename
- .z <-- gunzip filename
- .tar <-- tar -xvf filename
- .shar <-- sh filename
- .zip <-- unzip filename
-
- Generally, once you've unarchived your client or server, you must still
- compile it. This varies widely depending on the system you're on and
- the particular client or server. Your best bet is to look for a README
- or INSTALLATION file or something equally obvious, and then if you're
- still unsure, ask someone locally to help you out.
-
- FREQUENTLY ASKED QUESTIONS: Basic Information on RWHO and "mudwho"
-
- This is part 3 in a 3 part series of FAQs.
-
-
- Table of Contents
- -----------------
- 1. What is RWHO?
- 2. How Does It All Work?
- 3. Where Can I Get This Stuff?
- 4. Where Are Some RWHO Servers?
-
-
-
- 1. What is RWHO?
-
- RWHO stands for 'Remote WHO'. It's a way of getting a WHO list from
- a MUD, without even having to connect to that MUD at all. Anyone
- can get this output from a RWHO server (an 'mwhod'), by using straight
- telnet to connect to a certain port (6889), or by using the client program
- 'mudwho'. RWHO servers talk to other mwhods, passing information around,
- and are talked to directly by some MUDs, receiving information from them.
- Any one mwhod keeps track of several MUDs, plus storing information passed
- it from other mwhods. Only MUDs that have the RWHO routines compiled in
- will be able to send their WHO list info to a mwhod. UnterMUDs have this
- capability built in; other MUDs have to have the routines installed first.
- The RWHO routines have been installed into TinyMUSH, TinyMUCK, LPMUD,
- DikuMUD, and AberMUD, without encountering any difficulty.
-
- 2. How Does It All Work?
-
- 'mwhod' is the RWHO server that runs on a particular host and
- keeps a list of known MUDs. It is initially primed with a list of "trusted"
- MUDs and passwords used for authentication, and will accept information
- about who is logged into those MUDs. The server also has a notion of
- a "peer" server, which can transfer it (occasionally) a copy of all of
- its list of who is logged on, and where. The idea is that the whole
- MUDding community could probably be served pretty well by about 5 peer
- mwhods that kept each other up to date about what each one is seeing.
-
- Communication between mwhods (and server updates sent to mwhods)
- is done with UDP datagrams, since they're fast, nonblocking, and
- throw-away. (RWHO information is considered to be interesting but not
- vital information, if you get my drift). Each MUD server only sends
- updates to a single mwhod, which may then propagate that information
- to its peers. This is done within the MUD server as follows:
-
- - whenever the server boots, it sends a "hi there" packet to
- the mwhod, telling it that it's up and running.
- - whenever a player connects, it sends a "so and so is here"
- packet to the mwhod, telling it that the user has connected.
- - whenever a player disconnects, it sends a "so and so left"
- packet to the mwhod, telling it to delete the entry.
- - every so often ("so often" being defined as a time agreed
- upon by the mwhod's owner, and the MUD's wizard, usually
- every 5 minutes or so) the MUD sends a "hi there" packet
- and a complete list of everyone that is on, just to refresh
- the mwhod's idea of who is logged into that MUD.
-
- If a user connects to a specific port (6889) of a host machine
- running an mwhod they are given a formatted dump of the mwhod's current
- table of MUDs and players, and then disconnected. "mudwho" is a simple
- little program that contacts an mwhod and downloads this information.
- Ideally, the functionality of "mudwho" would be built into a player's
- client software, for ease of use. Two handy options can be used by
- "mudwho", if the netlag to the mwhod server isn't too bad. The options
- are "-u <username>", and "-m <mudname>". If received before the timeout,
- the mwhod will then only dump WHO list information for the specified
- player or MUD.
-
- The mwhod does some clever stuff as far as eventually timing
- information about of its tables - for example, if it hears absolutely
- nothing from a MUD for a certain amount of time, it will mark the MUD
- as down. Player entries are expired similarly. The design is based on
- the idea that we'll use UDP to just fling information out and hope it
- sticks, and then let the recipient clean it up, rather than to develop
- a more complex protocol based on TCPs and timeouts. To prevent a packet
- circular send situation, each entry that is sent is given a "generation"
- number, which is incremented by one each time it is forwarded along. In
- this manner, a MUD server might send a "so and so is here" (generation
- zero) to its local mwhod. The local mwhod will eventually send a copy to
- any peers it may have (generation one), and so forth. Part of the initial
- table that an mwhod uses to establish what peers it trusts contains a
- generation value, and it will neither accept nor propagate information
- to a specific peer that is of a higher generation value. This way, a
- "tree" of servers could theoretically be constructed, with the highest
- level one having a total view of a large MudIverse.
-
- 3. Where Can I Get This Stuff?
-
- The client program "mudwho" can be ftp'd from ftp.math.okstate.edu
- (139.78.10.6), in pub/muds/clients. The shar file contains both
- mudwho.c and a README file, listing a few mwhod sites. The plain "mudwho.c"
- file can be found at decuac.dec.com (192.5.214.1).
-
- The RWHO routines can be ftp'd from decuac.dec.com (192.5.214.1),
- in pub/mud. Included is a HOW_TO file, which describes how to plug
- the routines into a MUD server, and also where to ask for a mwhod to use.
-
- The mwhod program itself can also be found on decuac, but there is
- currently little need for another one running in the USA. There is, however,
- only one running in Europe, and further expansion may need to be made in
- that area.
-
- 4. Where Are Some RWHO Servers?
-
- Currently, all of these servers talk to each other, so what one knows,
- the rest will know, with the exception of the mwhod in Germany, which only
- talks to the mwhod on riemann.math.okstate.edu (so only riemann has
- the RWHO information from Europe currently). At any one time, there's an
- average of 20 muds, of various types, talking to mwhods.
-
- Site IP Port Admin
- ------------------------------------------------------------------------------
- riemann.math.okstate.edu 139.78.1.15 6889 jds@math.okstate.edu
- amber.ecst.csuchico.edu 132.241.1.43 6889 warlock@ecst.csuchico.edu
- nova.tat.physik
- .uni-tuebingen.de 134.2.62.161 6889 gamesmgr@taurus.tat.physik
- .uni-tuebingen.de
-
- ------------------------------------------------------------------------------
- This posting has been generated as a public service. If you have any
- suggestions, questions, additions, comments or criticisms concerning this
- posting, contact Jennifer Smith, aka Moira (jds@math.okstate.edu).
- Other Frequently Asked Questions (FAQ) postings contain information
- dealing with MUDs, MUDding, clients, servers, and FTP sites. While these
- items aren't necessary, they make the game much more playable. I'd also
- like to thank Marcus J Ranum (mjr@decuac.dec.com) for writing such a
- wonderful program (and decent docs), and everyone else for helpful comments
- and suggestions.
- The most recent versions of these FAQs are archived on ftp.math.okstate.edu
- (139.78.10.6) in pub/muds/misc/mud-faq, plus on rtfm.mit.edu(18.170.0.226)
- in the news.answers archives. Have fun! - Moira
- --
- Jennifer Smith
- jds@math.okstate.edu
-