TELNET: medievia.com port 4000
WWW: http://www.medievia.com:8080
Want to help us BUILD?: http://www.medievia.com:8080/building.html
Once a year Medievia presents itself to this newsgroup in the hopes of
getting some of you to try our game. Medievia is a combat mud like diku but
much more advanced and detailed in every way. We have been up and open to
the public for free since 1992. Every year we grow and every year we
install new features. Every year we post here and a lot has happened in
Medievia since the last post. In fact, a large part of the game has been
re-written yet again with some amazing new features.
What does Medievia have to offer that other muds do not?
Go to http://www.medievia.com:8080 and peruse our award winning web site.
I strongly suggest hitting our features page and looking at formations,
wilderness, dragons, clan battles, etc.. Does your mud do this? They do
not.
Ok, why play Medievia? This is the question is it not? Why change muds?
The answer is simple. You will have much more fun at Medievia! We know this
is a bold claim but we are fully prepared to back it up.
Does your mud have: Over 100 zones, over 4 million rooms, formation combat,
mounts, flyable mounts, controllable dragons, 3d SPACE, true storm system
with localized weather, top notch auction, Breath code, clans, clan wars!,
herobattles, trading, its own newspaper, over 6 get togethers a year,
CATACOMBS(the funhouse of all zones in the world), ranged weapons,
throwable skills, traps, tracking, mud mail(send objects also), lockers,
camping, survey, freight and mob intelligence modules, tag game, working
arena, muti-classing, 124 levels, auto quests, MEDLINK, a new player clan,
4 gods devoted to helping new players 24 hours a day, unique death
code(undead), room affects like blood after kills used in spells etc,
wagering on hero battles, mindlink to watch things like herobattles out of
the others eyes, quests...
Does your mud have our commitment?
We are the oldest and most stable lag free mud.
We are the most feature rich mud.
We are a mud run by the players, for the players since day one in 1992.
We are free.
Muds come and muds go. Since we have been online I believe every diku mud
has come and gone, but Medievia remains. Our game is upgraded every month
let alone every year with dazzling features and zones. We are 100%
dedicated to reaching 1000 players online during prime time, for free.
There is not another mud that has owners and developers that are more
enthusastic towards muds than our group.
How many players are online at night? Last night we had 264. Is there lag?
At 264 players our machine was 74% idle. We run on our own Sparc and we
have the best connection (now provided by FASTNET) that is possible.
We have over 102 zones to play in and combat that is has more features and
details than any other mud. We have the normal stuff that only the very
best muds have: Mounts, clans etc. We also have over a dozen features that
no other mud has. We do it the way you want. Medievia is run by the
players. Why play muds that try and copy Medievia? Why play muds that try
to keep up with Medievia? Why not try Medievia?
Our clans have more features than any other mud. This now includes full
clanwars where your clan attacks other clans' castles. This will soon
feature true kingdoms where clans form up to own large territories
including zones. We feature TRUE 3D SPACE which no other mud offers. What
is that? Most muds are stupid. Yes stupid! You can walk from zone to zone
in moments, directly across their world! How silly is that? In Medievia
zones are just part of the WORLD which is over 4 MILLION rooms. In Medievia
you can even run out of breath if you run to fast. But 3D SPACE? Well you
can fly on dragons! Our dragon code is to good to be believed. Check it out
on the web page. No matter where you are in Medievia, the code knows how
far away you are from any other object, place or player. This means
shouting degrades over distance. It means you see someone fly into view on
the horizen and can watch him get closer as he flies. Medievia has
everyhing to offer from a working casino to our own newspaper called the
Mudslinger. There is simply no way to list all of our features here.
Perhaps you have decided to check Medievia out by now. Perhaps now this
post will be enough. If not we will be coding and working all year. Perhaps
next year you will come and join our world. We look forward to it!
Below is just a lot of explanations of some of our best features. It can
all be found on our award winning web page. We just add it here for those
with time and interest as we only post here once a year and we would like
to show you just why Medievia is a place for you. It is as difficult to
describe Medievia in one post as it would be to describe another world.
WILDERNESS: (This is best shown on the web page with its pictures) The
large part of Medievia not occupied by a town or a city is called the
Wilderness. As of right now, this Wilderness consists of about four million
rooms. Once in the wilderness and out of a city, a player will see an ANSI
map of the terrain of the wilderness around him. This map has its best
effects if the player has a color telnet application.
The wilderness appears as a map like the one above as you walk around it
but each room is a real room just as any other room in Medievia. We show it
as an ANSI map so you can see further away. The whole concept is unique to
Medievia IV. When you are in a room you can type LOOK to see the normal
room description. The map you see above was created by a mage spell called
WIZARD EYE. The actual map you see as you walk around will be smaller
depending on time of day and the weather.
The whole wilderness concept has been a smashing success and a tribute to
what can be done when people get together and rethink what a mud should be.
If you go to the Large detailed map of Medievia you will see that what you
see above is right in the middle. The main black area represents the City
of Medievia. The WHITE @ indicates where you exit the wilderness and enter
a much more detailed zone. You can see the Blue ~~ areas as streams and the
roads are brown. As you can see, the colors and symbols are very realistic
in and of themselves.. The Medievia wilderness and ANSI map generating code
is one of the many improvements in Medievia IV.
The Wilderness in Medievia is a very dangerous place in which to travel, as
there are numerous wandering monsters out there to attack you and to track
you down and kill you. Once a monster catches your scent you will
immediatly feel as if someone is following you and should prepare for a
battle.
Although the Wilderness is very dangerous, it is extremely necessary to
traverse it to trade and to get from place to place. One way to make the
trek easier is to hire a Dragon to fly you from place to place while
another is to get a horse to mount to take you across the terrain.
FORMATIONS:
Formations in Medievia differ from groups on other muds. In Medievia, the
leader of a formation can arrange his followers so the warriors stand in
front of the spell casters. The chance of being hit while in a formation
depends on how the group is arranged. Players in the rear are rarely hit
while the front players take the brunt of the damage.
A formation is a group of 2 to 9 players traveling together, following a
leader. All members of the formation share experience points equally, based
on level. However, if there exists a difference of more than 10 levels
between any two group member, all players will receive less XP and the
division will be skewed. XP will only be shared among group members who are
in the room at the time of the killing blow, regardless of whether they
were fighting or not. Gold can be split equally among the group by any
member.
When organizing a formation, it is good to travel with at least one person
from each class (warrior, cleric, thief, mage). Each group member has a
specific job and together they can create a very successful team. Normally,
the warriors will be placed up front, while mages and clerics remain in the
back.
To make a formation, a leader must be selected. All members of the
formation must then follow the leader. From this point, the leader can move
people to different locations within the formation.
MOUNTING:
As you wander the lands of Medievia, you will notice a couple of things:
1.Medievia is BIG!
2.You are not.
3.Horses can run fast.
4.Humans cannot.
5.Horses regain their strength (movements) fast.
6.You do not.
In order to compensate for this disparity, you may want to get yourself a
mount. Mounts come in a variety of forms, the most common being a horse.
The most obvious advantage to having a mount is the ability to move
farther, faster. Mounts may be gotten at a stable or found wandering in the
wilderness. Simply mount a horse and you will see your prompt change to
reflect the mount's movements points and Breath. Most mounts are slightly
different. The main differences are how much movements they have and what
their stamina is. The stamina affects how FAST they can move (breath). What
if you cannot find a mount? Simply find a stable. If there is not a mount
in the stable type PULL and one will be brought out. To get to a stable in
the City of Medievia, go south on the main road to Roddenberry Park North.
Then go west, west and south. When your mount runs out of moves TETHER it.
Its moves will regenerate at a rate of 5 times the normal speed. When you
tether a mount no one else may take it. When you CAMP make sure to be
mounted when you quit. Otherwise the mount will not be around when you come
back.
DRAGONS:
Dragons in Medievia cover some interesting things. What are Dragons in
Medievia? They are good and bad. Both evil and good dragons love gold. They
will do some remarkable things for gold.
EVIL Dragons will fight you for gold.
GOOD Dragons will fly you around and defend you for gold.
As you walk around the Wilderness you may notice an evil dragon start
circling above. (Once one appears you may use the SURVEY command to keep
track of it). When an evil dragon is circling it is searching for prey. To
be blunt, RUN. You have about 60 seconds before the dragon lands. Once it
lands it starts searching and walking around in ever increasing circle
patterns. It is searching for a SCENT! Yes the first scent it finds may be
yours! If it finds the scent of a player level 13+ it will immidiately
start HUNTING you. You will know if this happens. A dragon can move very
quickly so if you are being hunted your best bet is to go as fast as you
can. If you can find water like a brook or stream you can walk down it and
he may lose the scent trail.
Evil dragons are always plaguing Medievia this way. They only want GOLD. If
one finds you it will fight you until it pins you down and takes all your
gold. You will usually not be killed as once it thinks it can take your
gold it will do so and fly off.
GOOD Dragons are also very interesting. You can use the CALL command to
call a good dragon. When you do so be warned as it will require a lot of
gold for its services. It is said that Vryce controls the good dragons.
Once called you will notice the dragon appear over the horizen and fly
towards you. You can use the SURVEY command to keep track of it. When it
lands you may MOUNT it and use it to FLY places. Once its MOVEMENTs are
gone it will fly off. Also there is a bit of a time limit, if you dally
around on the ground it will get bored and fly off. If you are being hunted
by an evil dragon the good dragon will not come to you but it will assume
you are paying it to defend you. Good dragons are great fighters. You will
see it appear and fly towards your hunter. It will bolt out of the sky and
POUNCE on it...the fight could go either way.
It is said that the dragons carry a lot of gold. Some very high level
players attempt DRAGON HUNTING. They do so by looking for evil dragons
circling. When they see one they attempt to get as close to it as they can
before they land and move all over...leaving their scent all over so the
dragon will be attracted to them. They realize it is important for the
people not to be in the same room as the dragon is not stupid. Once the
dragon starts fighting or hunting part of the group they swarm in on it. It
is possible for many high levelers to kill an evil dragon. They can get a
lot of gold and be known as a DRAGON HUNTER for a time, also the dragon
PARTS may be sold for BIG time gold in town. DRAGON HUNTERS are couragious
fellows who earn Vryce's respect. Are you up to a REAL challenge?
DEATH:
Medievia can be a dangerous place, and at times death is all but
unavoidable. Every character has a certain number of hitpoints, these
hitpoints determine the amount of damage you can sustain before you die. If
the damage you take is equal to your hitpoints you will lose consciousness,
if the number of hitpoints you have becomes -11 you will find yourself in
the somewhat unfortunate position of being dead. Until you reach level
five, this won't make much of a difference, the Gods will take pity on you
and restore you to your mortal state. Once you reach level five, it is up
to you to win back your life.
There are two ways in which death may be overcome:
The most common of these being the transformation of your dead body into
that of an undead corpse. This transformation is effected by a mysterious
necromancer who delights in the aquisition of souls. Your undead corpse,
souless and bereft of normal mortal abilities, MUST FIND A CHURCH in order
regain it's soul and it's mortal life. Churches may be found by using the
survey command, once you have located a church go there and pray.
The second, and most expedient way to regain your life, is to be
resurrected by a powerful cleric. The resurection must be performed before
the necromancer completes his hideous ritual, once you become an undead
corpse you may not be resurrected. Once you become a corpse you will lose
all your no rent items, (potions, orbs, wands etc), you will not, however,
loose any of your rentable items, these items will reappear in your
inventory once you become alive. If you are resurrected prior to becoming a
corpse you will lose nothing. The only exception being for those who are
kill in a chaotic area, if that happens you stand a good chance of being
looted.
TRADING:
Long ago, prior to the entry of disruptive and hostile forces into the
lands of Medievia, trade was a peaceful occupation, conducted with relative
ease by merchants. But that was long ago, now the presence of raiders and
malicious creatures along the once peaceful trade routes, make any trade
hazardous, and demand the presence of well armed and crafty escorts. This
situation, while tragic in some respects, provides an unparalleled
opportunity for profit.
Trade functions in Medievia follow the same basic principle that has always
guided such ventures, SUPPLY AND DEMAND! Your objective as a trader should
always be to buy items in areas of high supply, and sell them in areas of
low supply, and consequental high demand. These items are known as
tradables, and may be purchased in the tradeshops of the various cities. In
order to haul your goods from one locale to the next, you will need to
provide yourself with a suitable means of transport, such as a wagon and a
horse to pull it. Wagons and mules are frequently available at the same
places where you buy your goods.
In order to make your venture profitable, you may want to consult the local
Newspaper. The newspaper, generally known as the Mudslinger, will list
information regarding the availability of goods in different areas.
The most important factor concerning how much you will be payed for your
goods is how much the local economy has in stock. Also taken into account
on a smaller scale is the WORTH of the item as the risk of transporting
adamantite and gold is more then transporting nails. Finally the actual
distance from where the item was produced and where it is being sold is
part of what goes into deciding "fair market value". When a tradeshop
keeper sets out to decide on what to pay you he takes all these things into
consideration along with some other minor things.
STORMS: (This is best shown on the web with pictures) Like any good world,
Medievia is rampant with random weather. Some weather may be real such as
rain, lightning, tornadoes, and hurricanes while some may be fantastical
such as the fire storm, magic storm, or wasp storm. Weather can have
detrimental or beneficial effects, depending on your perspective. Rain and
lightning are good because they drastically increase the effectiveness of
lightning spells though at the same time you run the risk of getting struck
by lightning in the latter storm. Magic storms can be extremely helpful,
allowing mage spells and magic-users to be far more efficient with their
mana. Other types of storms are downright nasty, such as the sneaky
tornado. Tornadoes roam the landscape annihilating all players in their
paths. However, Medievians are not without resources having two new
commands at their disposal to increase their chances of survival. The
weather command will display a brilliant color-coded map of all the storms
in the area. The forecast command will accurately predict what storms will
arrive and when. All in all, weather creates a far more unpredictable and
dynamic Medievian landscape.
Medievia has the best weather and storm system found in games. All storms
are actual fluid moving storms that affect each other. It is a true
simulated storm system that encompassses both localized and regionalized
weather.
The storms of Medievia and their effects:
Tornadoes: If you're caught in a tornado, you will be killed. lifted up and
dropped as far away as 60 moves.
Hurricanes: will do pretty bad damage to you as long as you are outside.
If you are protected by a room shield the damage will be ź.
Firestorms: These storms are magical by nature. It rains threads of magical
red light. These storms do no damage except that all spells are rendered
useless as the firestorm dampens the magic.
Magicstorms: This storm is one all players will love. When you are in a
magic storm, all of your hp and mana regen is twice as fast. This happens
if you are outdoors or inside. Mages will also use ˝ the mana they may
normally use to cast spells as Mages tap into this magic.
Waspswarm: Very often the evil in the land produces some very nasty swarms
of wasps! These swarms can be very large. If you are outdoors they will
sting you over and over.
Lightningstorm: These are just your normal thunder storms. Yes you can
still get hit!
Rainstorm: Very harmless rain.
The weather command will show local storms
Forecast Command
This command calls an air elemental to pop in and tell you if it sees any
storms coming. It will tell you what if any storms will hit the area you
are currently in, what kind of storm, how many REAL LIFE minutes till it
hits and from what direction you should expect it. KEEP IN MIND that the
storm system is very complex and these forecasts will be about as accurate
as real life forecasts.
BREATH:
In Medievia, as in the "real" world, the faster you walk/run, the quicker
you run out of Breath. If you run fast through the wilderness, you are
bound to get short of breath. If you move too fast and run out of breath
you will notice yourself panting heavily, and if you continue on, you will
begin to lose valuable Hitpoints. Breath is unique to Medievia at this
time. Having a limit to how fast you can move around allows for more
interesting game play. Medievia is on the cutting edge of Mud development
by not letting the players type directions fast so they can go as fast as
they like. This takes a lot of the fun of the game away as it is such an
unfair advantage. On Medievia we have tracking so when you are running as
fast as you can, attempting to escape the pursuit of some monster tracking
you and you are panting, it is a lot of fun! Will you make it? Possibly you
have a mount like a war horse which can run very fast as it has large lungs
and a lot of breath.
To account for the HUGE wilderness in Medievia, we have created MOUNTS.
Mounts, such as horses, will allow you to move faster across the terrain
and reach destinations quicker without the loss of breath.
SURVEY:
How Medievia stores information is unique to muds. It is all stored in a
registry so that everything can be viewed and seen relative to each
player's position.
This is an output from a typical person typing survey:
In the immediate area, you see an adult, silver dragon carrying Soleil
flying Eastbound.
In the West tens of miles away, you see pillar of smoke rising from a
campfire.
In the North in the distance, you sense a holy place touched by the Gods.
To the East several miles away, you see the top of the Great Tree. In the
immediate area, you see the shimmering golden spires of Castle Medievia.
As you can see, this allows you to see many things from a distance. You may
be walking down a road and notice that you can see on the Wilderness map a
swamp to the east. You type survey and notice the tops of an acient pyramid
not to far off in that general direction. It is very realistic and lends
itself to making your stay at Medievia FEEL as if you were actually in a
world, Not like in a normal mud where you follow pre-planned routes and
roads that you cannot stray off of. In Medievia you can go where you want
and get totally lost. In over 4 million rooms, without the Survey command
you would get lost very quickly.
MEDLINK:
Medlink is designed to be a place every player can get to instantly from
the game and back again. As such it is sort of in between the game of
Medievia and the real world where people log on as players. Medlink allows
people to socialize instantly where without Medlink the players would have
to get to eachother via walking, dragons or summons.
To get to medlink just type LINK. When you are in the game and type link
you are instantly transported to the entance to Medlink. When you want to
return to your game type LINK again. You will be returned to the exact spot
in the game that you linked from.
Medlink has more to offer then just the instant access. It has a casino
with full working slot machines where some players have won millions of
Medievia gold for their players. The casino also has card rooms where
players can play card games with eachother. The card game code is very in
depth. We have seen more than one home lost in a game of poker. As you
wander around Medlink you will see that it is full of interesting places to
hang out. We plan on expanding Medlink quite a bit in our next full
version, Medievia V.
CAMPING:
When you are in the wilderness you can make a campsite by using the CAMP
command. This will create a safe area to QUIT in and make a nice cozy camp
fire to boot. The camp fire will be able to be seen from afar using the
SURVEY command. Anyone may make a campsite. If one already exists you may
use the CAMP command again which will redo the site and put more wood on
the fire. The campfire will crackle over time and its appearence will
reflect the fire's current status. Be very careful when QUITing as if you
are not at a campsite and not at home you will lose everything you have.
Starting a new campsite uses 90% of your moves and ˝ your hits. Redoing a
site costs ˝ your moves.
Note: You may not be killed by other players after you quit in your
campsite. You are essentially out of the game until you log back in. When
you log back in you will be at the same spot as when you camped with all of
your equipment worn as it was and or in containers. Your freight will be
whereever it was when you camped.
TRACKING:
In Medievia, when you flee from something and it is a higher level than you
it will most likely attempt to hunt you down. As you walk around Medievia
you actually leave a SCENT. If something is tracking you, you will know as
you see on your screen something like, "You get the strange sensation that
you're being followed."
It is possible to trick the hunter by finding some water. When you travel
in water, either by walking, flying or boat, you do not leave a scent.
Tracking can make the mud very difficult. In the end it makes the game much
more entertaining. Other muds that attempt tracking fail to see its real
strength. It ONLY works well if you have the massive Wilderness along with
something like our Breath so the player cannot simply run fast from the
hunter. If you are being tracked in the wilderness and you are mounted, you
should RUN! Where do you run? ANYWHERE! Anywhere across country where no
player may have ever been if you like. With four million rooms, hunting,
your breath panting and the thrill of the chase, tracking is a ton of fun.
Thieves also have the ability to TRACK mortals for playerkill areas.
WEBPAGE:
Our website at http://www.medievia.com:8080 is full of interesting things
about Medievia!
WHATS COMING SOON?
1.Mob factions and races that unite and battle each other for control of
land and zones. These mobs will possibly surround a zone and be very
aggressive. Mob factions and certain races will be natural enemies that
when they cross land ownership, battle it out in huge 100 room wide battle
fronts. These fronts will be visible via Storm elementals(weather command),
when flying over them and when walking near them. Clans will be able to
side with or against every race and faction. Clan points can be had by
fighting in a front with the mobs you have united with.
"BUT WAIT! That sounds interesting and sounds like a very challenging
module, but, what will it mean to me?"
I am glad you asked! Imagine someone telling you that a very LARGE group of
demons landed on the east coast and have been heading straight for the City
of Medievia. They have not been stopped by any other mob faction or race
and are growing in numbers. They should reach Medievia tom morrow. There is
a rumor a few clans are actually helping them. What to do! Unite and defeat
this menace? Let them take over the city for a few weeks? Can the players
of Medievia unite to a common cause? What about the dammed trolls that have
taken over tear for the last month? A few months ago the fairies almost
became annihilated as they finally destroyed their arch enemy the legion of
vampires. Medievia 4.0 was just the building blocks towards a living
breathing world in which the players participate and live in. We have our
own time line, it is year 436 in Medievia. What will your character do in
the upcoming years to affect Medievia? What will your clan do? Medievia is
its players, all future versions will support that.
2.Just as the mob wars show up on weather, flying and when in a room, so
will new things. Yes the catastrophe module will be done in Medievia 4.2.
Fire, Flood, Disease... All fun stuff right? Read on.
3.So you own a castle... Did you know you also own the land around it? Did
you know that when a mob faction that you are NOT aligned with takes it
over you lose ratings daily? Did you know you must fight off Fire, Flood
and disease on your land?
4.ADVERSARY. Five years ago Medievia replaced a mud called Adversary. It
was my favorite mud. TOTAL chaotic pkill and when you died, YOU STARTED
OVER. Well muds have come a long way since then, but that kind of game has
a certain appeal to me and to others. So we will build a zone called
Adversary inside Medievia. When you enter you will pick a new name so you
will be anonymous. You will be level 15 of a class of your choice and you
will have standard equipment. The hunted and the hunter! I was once a
legendary character in Adversary named Reese. I was a hated ruthless
killer. One day a bunch of people, including my gf pumpkin(!), formed up to
FINALLY kill me. So I logged on, found myself being hunted by a mob of
angry people. I managed to fight my way to the pyramid where it was safe.
They waited out there for 4 hours. I could not log off, I could not leave
the pyramid. I had over the months became incredibly powerful but I most
likely killed everyone in the game. Yes I lived that day. I was hated. Fun
stuff. In our Adversary we will simply keep track of the number of kills
you have made and the number of deaths you have experienced. These will be
the only things saved from your encounters in Adversary on your real mud
character. More details will come soon.
5.Totally new Medlink with clans owning large sections. This part of
Medievia 4.2 is still under discussions with me as usual battling the gods
for what I think would be cool. The mood and format of it is up in the air.
The things I will make sure are in is this: Totally new Medlink where clans
own HUGE sections and where clans can actually edit all the room
descriptions etc. This medlink MAY feature links from the clans sections
to their castles in Medievia. No matter what is done here, Medlink will be
totally rethought and recoded.
Medievia: medievia.com 4000 or 205.147.247.36 4000
http://www.medievia.com:8080/
Is this an invitation, or is it? :)
> mud owners who hate Medievia and our commitment to the players will have
> grown up some since last year.We are not a "diku" mud but if you like muds,
Medieva isn't a diku mud? Well then, why is this message posted in
rec.games.mud.diku?
[SNIP]
> What does Medievia have to offer that other muds do not?
> Go to http://www.medievia.com:8080 and peruse our award winning web site.
> I strongly suggest hitting our features page and looking at formations,
> wilderness, dragons, clan battles, etc.. Does your mud do this? They do
> not.
After looking at the feature list below, and if my memory don't fooles
me,
I recall seeing many of these features in many ads for all kinds of
muds.
[SNIP]
> Does your mud have: Over 100 zones, over 4 million rooms, formation combat,
> mounts, flyable mounts, controllable dragons, 3d SPACE, true storm system
> with localized weather, top notch auction, Breath code, clans, clan wars!,
> herobattles, trading, its own newspaper, over 6 get togethers a year,
> CATACOMBS(the funhouse of all zones in the world), ranged weapons,
> throwable skills, traps, tracking, mud mail(send objects also), lockers,
> camping, survey, freight and mob intelligence modules, tag game, working
> arena, muti-classing, 124 levels, auto quests, MEDLINK, a new player clan,
> 4 gods devoted to helping new players 24 hours a day, unique death
> code(undead), room affects like blood after kills used in spells etc,
> wagering on hero battles, mindlink to watch things like herobattles out of
> the others eyes, quests...
>
> Does your mud have our commitment?
> We are the oldest and most stable lag free mud.
"We are the oldest"? I REALLY doubt that!!!
> We are the most feature rich mud.
> We are a mud run by the players, for the players since day one in 1992.
So you started in 1992? And you still are "the oldest"?
I started my mud career on a mud that started 1991 (GrimneMUD for those
who
are intrested).
> We are free.
Most muds are.
/ Joachim
--
------------------------------------------------------------------------
The Arrow Arrow@Shadow World - mud.fukt.hk-r.se 4000
Joachim Pileborg Email: pi...@fukt.hk-r.se
Tranbärsvägen 22:19
37238 Ronneby http://www.fukt.hk-r.se/~pilen/
SWEDEN
------------------------------------------------------------------------
Max Morgan
Matthew Griffin <oce...@oceanic.demon.co.uk> wrote in article
<7t+qHzAF...@oceanic.demon.co.uk>...
> I have seen all of those features in other muds - from the 3D space to
> clan wars (et cetera...) Hype is 99% of the sale ;)
>
> Max Morgan
>
Where did you see them?
I have never seen a mud that keeps track of exactly how far away any object,
room or player is from anything else. I wish all muds did this as with our up
coming sound support it will do wonders as the volume you play a sound, like a
dragon roaring or a blast of lightening will tell you how far away it is etc..
I have not seen a mud with horse drawn wagons etc for trading. If there are
muds that have local economies and freight/trading please post them here so
people can see some interesting features. Features that are becoming much more
important as muds evolve to real usable game systems.
I have not seen many of the stuff that Medievia features. I would LOVE to go
to these muds and check it out so instead of everyone saying, "Yeah I have
seen that here and this there", why not actually state where you seen it? Make
me look like an idiot, it would not be the first time trust me!
I visit most muds every 3 months. There are a lot of our best features on
other muds. Some muds are really entertaining.
For instance SOME muds have formations (3 or 4), some muds have mounts, some
even allow flying mounts.
None does the wilderness like we do with ANSI graphics when flying etc. If one
does that let us know please as I am very interested in this sort of thing as
every who plays Medievia knows.
Medievia does, as far as I know, have more features than any mud in the world.
I say this to get people to play Medievia of course. What is wrong with that?
If another mud has more features than Medievia, well, this is a free newsgoup
and someone should speak up. I would be HAPPY to say, Medievia is the 2nd or
3rd best mud in the world. Why the hell should I code 3-8 hours a day for 5
years and say we are not the best when damn near everyone knows we are? Does
this make us like AOL like someone else states? Yes and no. AOL IS the largest
internet provider. But AOL sucks. They are the largest only because they use
most of their capital for marketing. The general public does not know any
better. Well we advertise Medievia in just a FEW places. Our web site, and
here once a year. We are like AOL because we are the largest but we are the
largest because we are the best. Word has spread from mouth to mouth. The word
of the people. Medievia is run by the players for the players. What else could
you ask for in a mud? Can I say here that no other mud works as hard as we do
for the players? Would that be improper? Would it be True? Ask the people, it
is their game. Maybe they agree with my claims. I want to get to 1000 players
online during prime time. We will get there.
It is not just the amount of features either. It is how they all fit together.
Everything we do we try and make it all work nicely together. Our trading
module compliments our wilderness module. Our flying compliments our dragon
module. Our clanwars compliments our castle module etc. Soon our catastrophe
module and mob faction module will compliment our up coming Kingdoms module
where clans get together and form real kingdoms will real kingdom economies.
When your kingdom is hit with a flood or some other catastrophe and some
important trade routes are blocked off you will have to attack someone elses
kingdom etc.
Some people do not like Medievia for a few reasons, we do not put the names of
the diku creators on our front page, or the names of their dogs, their moms or
their cats. On medievia you can type credits, we give diku credit and in fact
we praise them for their work. We are not a diku mud. We only post on the
newsgroup once a year. I think that is very fair. We DO compete with every
DIKU, MERC, CIRCLE...etc mud out there so we do have some rights to post to
this open and public newsgroup. If it irritates the other people who run muds,
so be it. We make bold claims. Well we also work very hard and we have had
success and we want people to know. I feel sorry for all of the people playing
other muds when they have not tried Medievia. We are here to give people the
best mud we can and do it for free. What else can you ask for?
: I have not seen many of the stuff that Medievia features. I would LOVE to go
: to these muds and check it out so instead of everyone saying, "Yeah I have
: seen that here and this there", why not actually state where you seen it? Make
: me look like an idiot, it would not be the first time trust me!
: I visit most muds every 3 months. There are a lot of our best features on
: other muds. Some muds are really entertaining.
: For instance SOME muds have formations (3 or 4), some muds have mounts, some
: even allow flying mounts.
: None does the wilderness like we do with ANSI graphics when flying etc. If one
: does that let us know please as I am very interested in this sort of thing as
: every who plays Medievia knows.
You are assuming that people WANT to do it like Med does it. Duris _HAS_ an
overhead ANSI map, very much like Med's is. We have random mob encounters, that
are based on the power level of the pc or group of PCs that are in the wilderness
at the time. We do _NOT_ have flying dragon mounts, because frankly, those strike
me as twinky crap. So, its not always a question of, does X mud have this, but rather
does X mud WANT this?
A few things about your list of "features" that I _DON'T want, cuz they are LAME
1) Playing cards and Casinos...
2) Mud-link
3) Wandering around as a ghost after your dead.
4) An online newspaper.
5) Artificial Pkill that is limited to a set zone, level or whatever.
All of those to me, are stupid things that I would not have on my mud if you PAID
me to have them.
: Medievia does, as far as I know, have more features than any mud in the world.
: I say this to get people to play Medievia of course. What is wrong with that?
: If another mud has more features than Medievia, well, this is a free newsgoup
: and someone should speak up. I would be HAPPY to say, Medievia is the 2nd or
: 3rd best mud in the world. Why the hell should I code 3-8 hours a day for 5
: years and say we are not the best when damn near everyone knows we are? Does
: this make us like AOL like someone else states? Yes and no. AOL IS the largest
: internet provider. But AOL sucks. They are the largest only because they use
: most of their capital for marketing. The general public does not know any
: better. Well we advertise Medievia in just a FEW places. Our web site, and
: here once a year. We are like AOL because we are the largest but we are the
: largest because we are the best. Word has spread from mouth to mouth. The word
: of the people. Medievia is run by the players for the players. What else could
: you ask for in a mud? Can I say here that no other mud works as hard as we do
: for the players? Would that be improper? Would it be True? Ask the people, it
: is their game. Maybe they agree with my claims. I want to get to 1000 players
: online during prime time. We will get there.
Features alone do not make the mud great. Med. has NOT IMHO done a very good
job, (as you claim) of taking ALL of those features, and made them fit
together. IMHO, many of the features of Med. are stupid. The mud link is twinky,
we do AWAY with that sort of thing, not add it in. Newspapers? Come on, who
the hell invented a printing press in medieval times?
And please, give it a rest, you outright LIE, you wanna be made to look like an
idiot? Okay...you asked for it.
Toril has at LEAST as many people online as Med. does EVERY night, and most nights
MORE.
Batmud has MORE players EVERY day then Med does.
So you are _NOT_ the most popular mud on the net.
So there goes claim #1 shot to hell.
Realms of Dark Shadows has been up from 1991 to NOW. You are NOT the oldest
running mud. In fact, I'm 90% positive that MUME has been up and around longer
then Med has as well. So sorry, you LOSE on both of those claims.
Oh and I was amused to no end, that your web-master even copied the rotating skull
graphics off the Duris web page. Something that I _KNOW_ was not there until
_MONTHS_ after they were on Duris....that made me laugh out loud.
: Some people do not like Medievia for a few reasons, we do not put the names of
: the diku creators on our front page, or the names of their dogs, their moms or
: their cats. On Medievia you can type credits, we give diku credit and in fact
: we praise them for their work. We are not a diku mud. We only post on the
: newsgroup once a year. I think that is very fair. We DO compete with every
: DIKU, MERC, CIRCLE...etc mud out there so we do have some rights to post to
: this open and public newsgroup. If it irritates the other people who run muds,
: so be it. We make bold claims. Well we also work very hard and we have had
: success and we want people to know. I feel sorry for all of the people playing
: other muds when they have not tried Medievia. We are here to give people the
No Vryce, you _ARE_ a diku-mud, you just like to _THINK_ you are not..but you fool
_NO_ one but yourself. Your zones are _DIKU_, your code has so many parts of diku
left in it, its sick. Med is _NOTHING_ more then a _Diku derivative_, and no matter
HOW much of the code you change, until you type rm -R *.* and start OVER from SCRATCH
your mud will ALWAYS be a diku-mud, no matter what _YOU_ may think it is or call it.
And _THAT_ is simple a _FACT_ that _YOU_ can not get around, and _NEVER_ will.
The diku agreement says you MUST include the credits on the login screen, it does
not say this is an option. _YOU_ do _NOT_ have the right, to decide NOT to have
them there, just because _YOU_ claim to not be a diku. You _ARE_ a diku and you
will ALWAYS be a diku, and as long as those credits are not there, you are a thief.
:best mud we can do it for free. What else can you ask for?
Less hype and less bullshit would be a nice place to start. Fewer incorrect claims
would be another.
You see, people don't hate Med, as some may think because of its so called "features"
they in fact, don't hate it at all, they hate _YOU_ for the lier and the thief
that _YOU ARE!_
F.
--
Erm... Yeah. Whatever. VieMud: viemud.org 4000
Could you please shut up about this Medievia thing, it seems to be a
pretty good MUD, but most of the things that you boast about I have
either seen before or are a total waste of time (keeping track of exactly
how far things are away from others, now in a linked-list type DIKU
system, this would require enormous amounts of processing for something
quite trivial). I DID log onto medievia, and after waiting 3 minutes to
get through the multitude of title screens and lag, was not really
impressed by the lack of easily-accessible help files, stock spells, and
crap who/commands lists.
I have never seen a mud that allows you to keep distance between you and
a foe during combat, or lets you decide which hand you will block with,
or lets a warrior with a polearm keep a dagger-wielding thief at bay. I
have never seen a mud that lets you brew potions in a cauldron in your
own little personalised laboratory in a tower, or turn into a werewolf at
the full moon, or trap an enemy's soul within your magic mirror. Have
you actually tried any other muds, or does your ego prevent you?
Im sorry to say, but your claim that Medievia has more features than any
other mud in the world has just been disproven. If you want proof then
telnet to mudhole.ehche.ac.uk 2000. We are still pre-alpha testing, but
if two (alcoholic) teenagers can out-code 'the biggest and the best' MUD in
the world in 9 months, then I am sure that you are doing something wrong.
Lots of love,
Adam Powell.
DarkHeart. Its not red and there are no rocks in it.
P.S. here is proof that we have 3D space :) I apologise for the stock areas.
<30100hp 30000mv 1000exp> wings
You unfold your wings from behind yor back.
You take off into the air.
<30100hp 30000mv 1000exp> u
You leap into the air.
You are 50 feet above market Square [Room 3014] : It is evening time
[Exits: north east south west] --> Air <--
<30100hp 30000mv 1000exp> u
You soar higher.
You are 100 feet above market Square [Room 3014] : It is evening time
[Exits: north east south west] --> Air <--
<30100hp 30000mv 1000exp> d
You dive downwards.
You are 50 feet above market Square [Room 3014] : It is evening time
[Exits: north east south west] --> Air <--
<30100hp 30000mv 1000exp>
The sun slowly disappears in the west.
<30100hp 30000mv 1000exp>
Yousef Shafiq <y...@urn.nott.ac.uk> wrote in article
<Pine.LNX.3.91.970220220...@urn.su.nottingham.ac.uk>...
> Im sorry to say, but your claim that Medievia has more features than any
> other mud in the world has just been disproven. If you want proof then
> telnet to mudhole.ehche.ac.uk 2000. We are still pre-alpha testing, but
> if two (alcoholic) teenagers can out-code 'the biggest and the best' MUD
in
> the world in 9 months, then I am sure that you are doing something wrong.
Well, everyone from the United States... if you want lag... go mud in a mud
from the United Kingdom run by two teenagers who are proud of their
alcoholism enough to proclaim it to the world in a poorly cloaked ego
scheme.
On 21 Feb 1997, Mak Lo wrote:
>
>
> Yousef Shafiq <y...@urn.nott.ac.uk> wrote in article
> <Pine.LNX.3.91.970220220...@urn.su.nottingham.ac.uk>...
>
> > Im sorry to say, but your claim that Medievia has more features than any
> > other mud in the world has just been disproven. If you want proof then
> > telnet to mudhole.ehche.ac.uk 2000. We are still pre-alpha testing, but
> > if two (alcoholic) teenagers can out-code 'the biggest and the best' MUD
> in
> > the world in 9 months, then I am sure that you are doing something wrong.
>
> Well, everyone from the United States... if you want lag... go mud in a mud
> from the United Kingdom run by two teenagers who are proud of their
> alcoholism enough to proclaim it to the world in a poorly cloaked ego
> scheme.
What are you getting at? We will have two mirror sites in the US, one in
the north, and one in the south within a few months, and we have created
a better mud than Medievia. So if you have a point then tell me, if not
shut up.
Adam.
I've never seen med and at the end of the day a mud is for players -
keep it legal and there isn't a problem. With over 200 mud code bases,
added to or new all mud features will be cloned somewhere - this MY MUD
IS UNIQUE! or WILL BE UNIQUE! never happens - it's only unique to you
because you don't think that any other mud has any of the same features
when in fact most muds do - the only unique things are the areas simply
because they're written from scratch (normally).
All I can see from these posts is that everyone is posting massive pages
and swathes of text as to their own opinion. The only real issue I can
see he is this - Is copyright legal? Asides from that any mud that has
been up for five years will have alot of features just through evolution
- few muds would stay static for that amount of time and if they did
then it would either because the imps can't code or they feel they have
the perfect game system.
Matt
In article <01bc1f51$1b720300$06f7...@krause.intersphere.com>, "Michael
A. Krause" <mkr...@intersphere.com> writes
>
>
>Matthew Griffin <oce...@oceanic.demon.co.uk> wrote in article
><7t+qHzAF...@oceanic.demon.co.uk>...
>> I have seen all of those features in other muds - from the 3D space to
>> clan wars (et cetera...) Hype is 99% of the sale ;)
>>
>> Max Morgan
>>
>Where did you see them?
>
>I have never seen a mud that keeps track of exactly how far away any object,
>room or player is from anything else. I wish all muds did this as with our up
>coming sound support it will do wonders as the volume you play a sound, like a
>dragon roaring or a blast of lightening will tell you how far away it is etc..
>
>
>I have not seen a mud with horse drawn wagons etc for trading. If there are
>muds that have local economies and freight/trading please post them here so
>people can see some interesting features. Features that are becoming much more
>important as muds evolve to real usable game systems.
>
>I have not seen many of the stuff that Medievia features. I would LOVE to go
>to these muds and check it out so instead of everyone saying, "Yeah I have
>seen that here and this there", why not actually state where you seen it? Make
>me look like an idiot, it would not be the first time trust me!
>
>I visit most muds every 3 months. There are a lot of our best features on
>other muds. Some muds are really entertaining.
>For instance SOME muds have formations (3 or 4), some muds have mounts, some
>even allow flying mounts.
>None does the wilderness like we do with ANSI graphics when flying etc. If one
>does that let us know please as I am very interested in this sort of thing as
>every who plays Medievia knows.
>
>Medievia does, as far as I know, have more features than any mud in the world.
>I say this to get people to play Medievia of course. What is wrong with that?
>If another mud has more features than Medievia, well, this is a free newsgoup
>and someone should speak up. I would be HAPPY to say, Medievia is the 2nd or
>3rd best mud in the world. Why the hell should I code 3-8 hours a day for 5
>years and say we are not the best when damn near everyone knows we are? Does
>this make us like AOL like someone else states? Yes and no. AOL IS the largest
>internet provider. But AOL sucks. They are the largest only because they use
>most of their capital for marketing. The general public does not know any
>better. Well we advertise Medievia in just a FEW places. Our web site, and
>here once a year. We are like AOL because we are the largest but we are the
>largest because we are the best. Word has spread from mouth to mouth. The word
>of the people. Medievia is run by the players for the players. What else could
>you ask for in a mud? Can I say here that no other mud works as hard as we do
>for the players? Would that be improper? Would it be True? Ask the people, it
>is their game. Maybe they agree with my claims. I want to get to 1000 players
>online during prime time. We will get there.
>
>It is not just the amount of features either. It is how they all fit together.
>Everything we do we try and make it all work nicely together. Our trading
>module compliments our wilderness module. Our flying compliments our dragon
>module. Our clanwars compliments our castle module etc. Soon our catastrophe
>module and mob faction module will compliment our up coming Kingdoms module
>where clans get together and form real kingdoms will real kingdom economies.
>When your kingdom is hit with a flood or some other catastrophe and some
>important trade routes are blocked off you will have to attack someone elses
>kingdom etc.
>
>Some people do not like Medievia for a few reasons, we do not put the names of
>the diku creators on our front page, or the names of their dogs, their moms or
>their cats. On medievia you can type credits, we give diku credit and in fact
>we praise them for their work. We are not a diku mud. We only post on the
>newsgroup once a year. I think that is very fair. We DO compete with every
>DIKU, MERC, CIRCLE...etc mud out there so we do have some rights to post to
>this open and public newsgroup. If it irritates the other people who run muds,
>so be it. We make bold claims. Well we also work very hard and we have had
>success and we want people to know. I feel sorry for all of the people playing
>other muds when they have not tried Medievia. We are here to give people the
>best mud we can and do it for free. What else can you ask for?
>
>
>
>
>None does the wilderness like we do with ANSI graphics when flying etc. If one
>does that let us know please as I am very interested in this sort of thing as
>every who plays Medievia knows.
>
First note that I don't care either way about defending/bashing
Vryce/Medievia. Just wanted to point out that BatMUD, an LPMud (bat.org
23), has had an overhead ANSI graphic wilderness for ...well, since it
opened in 1992 I think. Just FYI. I also know that Might, Magic, and
Mushrooms (mmm.megabaud.fi xxxx) has a new mapping system that is even
more complex, and takes into account what you can see (ie., you can see
mobs through doors if the door is open... kinda have to see it to know
what I mean).
Again, this is not a flame,bash, or defense of any mud or person. Just
to let people see other muds that have done similar wilderness mappings.
SJG
[... bunch of crap deleted ...]
Face it, you can espouse the wonderful virtues of medievia all ya
want, but the mud blows. Blows blows blows. Bad mud. Baaaaaaad. Bad
bad bad.
That is because MOST mud imps. have brains enough not to just toss in ANY and
EVERY "feature" they see, just so they can claim they have more "features"
then any other mud. Vryce has ALWAYS been under the false assumption, that
if he steals every single feature that he finds on every single mud out there
that no one will have any reason to play anyplace but Med.
But what has ALWAYS escaped him, is that just tossing in features right left
and center, makes the mud CRAP! Causes the mud to lost ANY sort of coherent
theam, and makes it look like a pile of shit.
But then, it IS the Vryce mentality we are talking about here..so this comes
as no surprise..
Mr. Krause, the point isn't that people are upset because you're
inherently better. Frankly, if you want to spend so much effort, more
power to you! Praise for somebody who works his ass off doesn't come
often enough, and I don't want to be guilty of damning someone who is
trying to make the world a more entertaining place for mudders. Your
coding is an accomplishment. Obviously you've put effort into your
vision.
However.
Your post has stirred up the community because of its claims, which some
people have problems with. Obviously, nobody is forcing anybody to play
Med, but I think I am speaking for everyone posting here when I say that
your claims are at best slightly erroneous and at worst libelous. You're
also possibly violating copyright law by demanding "donations" (in my
view, making it much harder to play without them amulets, as well what
I've heard is a somewhat continuous line saying "You haven't donated
yet", is pretty much demanding donations), if in fact you -are- working
from modified diku code.
There are a number of muds that have been up and running continuously
since well before 1992, and I'd invite you to check that claim out
before saying it. Also, claiming to be biggest isn't that great if most
of those rooms are clones. Hell, I can make 4 million rooms. The
important part is how many of those rooms are actual -area-? On the muds
I work with, cloned rooms are frowned upon severely.
I've detailed my other, more aesthetic objections to the newbie
experience I had at Med, and I'd be glad to help you personally by
giving you the impressions I had via email, to help you make life easier
for other newbies.
Again, you've done a good job, but temper your obvious pride by knowing
the facts.
Space Girl, mhm9x5
>I have never seen a mud that allows you to keep distance between you and
>a foe during combat, or lets you decide which hand you will block with,
>or lets a warrior with a polearm keep a dagger-wielding thief at bay. I
>have never seen a mud that lets you brew potions in a cauldron in your
>own little personalised laboratory in a tower, or turn into a werewolf at
>the full moon, or trap an enemy's soul within your magic mirror. Have
>you actually tried any other muds, or does your ego prevent you?
Actually, Heaven Tonight (one of the first LPMuds, long before
NightMare) had many of those features. Too bad we went down a few
years ago. We were up in the early eighties and that mud rocked, this
was probably before your piddly shit's time, so I guess I shouldn't
talk about things you do not understand.
>P.S. here is proof that we have 3D space :) I apologise for the stock areas.
>
><30100hp 30000mv 1000exp> wings
>You unfold your wings from behind yor back.
>You take off into the air.
>
><30100hp 30000mv 1000exp> u
>You leap into the air.
>You are 50 feet above market Square [Room 3014] : It is evening time
>
>[Exits: north east south west] --> Air <--
>
><30100hp 30000mv 1000exp> u
>You soar higher.
>You are 100 feet above market Square [Room 3014] : It is evening time
>
>[Exits: north east south west] --> Air <--
>
><30100hp 30000mv 1000exp> d
>You dive downwards.
>You are 50 feet above market Square [Room 3014] : It is evening time
>
>[Exits: north east south west] --> Air <--
>
><30100hp 30000mv 1000exp>
>The sun slowly disappears in the west.
>
><30100hp 30000mv 1000exp>
This is no PROOF of 3d areas. You could easily say (you are 100 feet
in the air). We want
A) Perspective of people on the ground (If they get too high, you
won't be able to see them unless you type Look up)
B) perspective of people on the ground in adjacent areas "To the north
you see Youself Shafiq floating several hundred feet in the air."
C) What happens if Youself Shafiq is 100 feet and Jojo Bobeaqu is 50
feet, do they see each other? Can they hear each other talking?
The SIMPLE fact of the matter is, while, true Vryce does make some
pretty extravagent claims, MOST of them are true and backed up by the
mud. I log on to Medievia usually in the middle of the night (12-6 am
pst) and it's chocked full of players and usually has at least one god
online, AT LEAST.
Some parts of Medievia could be better, perhaps you don't like the way
the dragons are summoned? That's PIDDLY shit yer complaining about.
Go to rec.games.mud.medievia.flaming if you want to talk shit about a
truly good mud, because believe it or not Medievia is VERY innovative.
If you had any grasp of the english language you'd see that when Vryce
says, "We are the oldest" you could easily tell by the context that he
means the oldest diku. Vryce knows that they are a diku, he says that
his mud started as a diku, if you had read the history file on the web
page then you would know that they did indeed start as a diku, but
what comes after that, well we are still waiting for Medievia 5.
Jallerian
VieMud is older. AlexMUD is older. Hell, AxL has a list of muds that
have been around since the first days of DikuMud. Most of them don't
even feel like Dikus anymore. Yet, you still see them with the complete
credits. Funny how that happens.
--
Narien (dben...@mc.net)
"There can be only one."
[snip]
: The SIMPLE fact of the matter is, while, true Vryce does make some
: pretty extravagent claims, MOST of them are true and backed up by the
: mud. I log on to Medievia usually in the middle of the night (12-6 am
: pst) and it's chocked full of players and usually has at least one god
: online, AT LEAST.
: Some parts of Medievia could be better, perhaps you don't like the way
: the dragons are summoned? That's PIDDLY shit yer complaining about.
: Go to rec.games.mud.medievia.flaming if you want to talk shit about a
: truly good mud, because believe it or not Medievia is VERY innovative.
: If you had any grasp of the english language you'd see that when Vryce
: says, "We are the oldest" you could easily tell by the context that he
: means the oldest diku. Vryce knows that they are a diku, he says that
: his mud started as a diku, if you had read the history file on the web
: page then you would know that they did indeed start as a diku, but
: what comes after that, well we are still waiting for Medievia 5.
And this is one of the "extravagent (sic) claims" that is not true.
Medievia is *not* the oldest Diku. It is not even *close* to being the
oldest Diku.
AlexMUD is the oldest Diku, having just celebrated its 6th birthday on
March 9th.
/Miko
--
+--------------------------------------------------------------------------+
| Take the cheese to sickbay, the Doctor should take a look at it as soon |
| as possible. -- B'lanna Torres - Star Trek Voyager - 'Learning Curve'. |
+--------------------------------------------------------------------------+
T.
Unfortunately, it has already begun. AlexMUD predates anything
else in the Diku community at this time. No, it was not the true
first, but it was pretty close, and it is definitely the oldest
existing.
As far as derivitaves go...Diku ---> Merc ---> ROM. A bit down
the line, wouldn't you say? In the future, please conduct a little
bit of fact-finding before making such claims.
--
From the often twisted & deviant mind of: j_he...@oz.plymouth.edu
-AxL @)-->--- http://mindwarp.plymouth.edu/~axl axl@mindwarp
"In Christianity neither morality nor jay@{wiz,alcuin}
religion come into contact with reality at any point." - Nietzsche
Good idea, especially since you obviously don't have a clue about the
matter under discussion. (ROM oldest? Jeezus. Talk about short-term
memory.)
>T.
--
dan shiovitz scy...@u.washington.edu sh...@cs.washington.edu
slightly lost author/programmer in a world of more creative or more
sensible people ... remember to speak up for freedom because no one else
will do it for you: use it or lose it ... carpe diem -- be proactive.
my web site: http://weber.u.washington.edu/~scythe/home.html some ok stuff.
: T.
There is nothing to discuss. AlexMUD is the oldest. Period.
If my sources are correct, AlexMUD was the second DikuMUD to be opened.
Since Alfa (the first) died before I started mudding (close to 5 years
ago), that leaves AlexMUD as the oldest.
As for ROM being the oldest, it isn't even *close*. Heck, even Russ
would admit that :P
/Miko@AlexMUD
No one is making you read, y'know...feel free to depart at any
time.
-axl
> As for ROM being the oldest, it isn't even *close*. Heck, even Russ
> would admit that :P
No kidding. ROM's 4 years old as of Feb 4th, this year. An old mud, but
nowhere near the oldest.
--
From the files of Russ Taylor (rta...@efn.org)
"Inconceivable!"
"One of the first LPMuds"? "In the early eighties"? Didn't Lars Pensjö
create the first LPMud 1989? Just wondering...
/ Joachim
------------------------------------------------------------------------
The Arrow Arrow@Shadow World - mud.fukt.hk-r.se 4000
Joachim Pileborg Email: pt9...@student.hk-r.se
Folkparksvägen 19:19 http://oden.rsn.hk-r.se/~pilen/
37238 Ronneby
SWEDEN Cellular phone: 070-5189944
------------------------------------------------------------------------
And who is 'we' is that like the royal 'we' in the UK or do you
represent someone?
As for vryce saying med is the oldest diku hasn't he said on repeated
occasions that it's not diku? Someone should get their facts straight.
Al
>This is no PROOF of 3d areas. You could easily say (you are 100 feet
>in the air). We want
>A) Perspective of people on the ground (If they get too high, you
>won't be able to see them unless you type Look up)
>B) perspective of people on the ground in adjacent areas "To the north
>you see Youself Shafiq floating several hundred feet in the air."
>C) What happens if Youself Shafiq is 100 feet and Jojo Bobeaqu is 50
>feet, do they see each other? Can they hear each other talking?
>
>The SIMPLE fact of the matter is, while, true Vryce does make some
>pretty extravagent claims, MOST of them are true and backed up by the
>mud. I log on to Medievia usually in the middle of the night (12-6 am
>pst) and it's chocked full of players and usually has at least one god
>online, AT LEAST.
>Some parts of Medievia could be better, perhaps you don't like the way
>the dragons are summoned? That's PIDDLY shit yer complaining about.
>Go to rec.games.mud.medievia.flaming if you want to talk shit about a
>truly good mud, because believe it or not Medievia is VERY innovative.
>
>If you had any grasp of the english language you'd see that when Vryce
>says, "We are the oldest" you could easily tell by the context that he
>means the oldest diku. Vryce knows that they are a diku, he says that
>his mud started as a diku, if you had read the history file on the web
>page then you would know that they did indeed start as a diku, but
>what comes after that, well we are still waiting for Medievia 5.
>
> Jallerian
cheers!
Matt
Someone holding a gun to your head forcing you read EVERY thread on RGMD?
OR are you just too stupid to know how to skip over a thread, and or too
clue-less to know how to use a news reader properly? People can post
whatever the hell they want to here, as long as its related to diku muds
and if some dip-shit like you does not wish to read it, then buy yourself
a clue and DON'T!.
God I still wonder how some people manage to get out of bed in the morning
without help.
Of course it's not Diku.... note how much the following differs from say
Merc. Note the great pains Vryce went through to make it compatible, down
to the level of comments. What a code stud! Not the extra stuff his does
that Merc doesn't (like auto-slaying KILLERs effectively). Then note that
his little hacks are skipped anyway since he just does a return from the
function!
This is an excellent example of Vryce's attention to detail! Imagine, writing
this code to be so compatible with Diku, without actually being Diku derived,
and then not using it, but leaving it in place to maintain that compatibility!
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer( struct char_data *ch, struct char_data *victim )
{
return; /* no killers */
if(IS_SET(world[ch->in_room]->room_flags,NEUTRAL)||
IS_SET(world[ch->in_room]->room_flags,CHAOTIC))
return;
/*
* No attack in safe room anyways.
*/
if (IS_SET( world[ch->in_room]->room_flags, SAFE) )
return;
/*
* NPC's are fair game.
* So are killers and thieves.
*/
if ( IS_NPC(victim) )
return;
if ( IS_SET(victim->specials.affected_by, AFF_KILLER) )
return;
if ( IS_SET(victim->specials.affected_by, AFF_THIEF) )
return;
/*
* Charm-o-rama.
*/
if ( IS_SET(ch->specials.affected_by, AFF_CHARM) )
{
if ( ch->master == ch )
{
sprintf( log_buf, "Check_killer: %s bad AFF_CHARM",
IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch) );
log_hd( log_buf );
affect_from_char( ch, SPELL_CHARM_PERSON );
REMOVE_BIT( ch->specials.affected_by, AFF_CHARM );
return;
}
send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master );
GET_EXP(ch)=1000;
GET_MANA(ch)=1;
GET_GOLD(ch)=1;
GET_MOVE(ch)=1;
GET_HIT(ch)=1;
send_to_char(" THAT WAS A MISTAKE!\n\r", ch);
SET_BIT(ch->master->specials.affected_by, AFF_KILLER);
die_formation(ch);
return;
}
/*
* NPC's are cool of course (as long as not charmed).
* Hitting yourself is cool too (bleeding).
* And current killers stay as they are.
*/
if ( IS_NPC(ch) || ch == victim )
return;
/* if ( IS_SET(ch->specials.affected_by, AFF_KILLER) )
return;
*/
send_to_char( "*** You are now a KILLER!! ***\n\r", ch );
send_to_char(" YOU LOST HALF YOUR EXP POINTS!\n\r", ch);
GET_EXP(ch)-=GET_EXP(ch)/2;
SET_BIT(ch->specials.affected_by, AFF_KILLER);
return;
}
Oh, yes, to be legal, since I wouldn't want to steal Vryce's hard work:
/***************************************************************************
* MEDIEVIA CyberSpace Code and Data files *
* Copyright (C) 1992, 1996 INTENSE Software(tm) and Mike Krause *
* All rights reserved *
***************************************************************************/
/***************************************************************************
* This program belongs to INTENSE Software, and contains trade secrets of *
* INTENSE Software. The program and its contents are not to be disclosed *
* to or used by any person who has not received prior authorization from *
* INTENSE Software. Any such disclosure or use may subject the violator *
* to civil and criminal penalties by law. *
***************************************************************************/
Complete list. Homepages if we could find them. Addresses too.
Enjoy.
Ask and ye shall receive...
[Note: any updates that were mailed to me within the last 2-3 weeks may
have been lost...has some mailer probs. If you notice info below that
is still incorrect, please re-send me a note with the new info. Thanks.]
The Oldest DikuMuds
Compiled by AxL
This compilation is an ongoing list of the DikuMuds that have withstood the
test of time. This is not meant to be elitist in any way, it is just
interesting to keep track of where the oldest muds are running. If you feel
there is a mud that deserves to be on the list send me mail and tell me.
After all, I am sure that I may have forgotten one or two, or not know that
one is around anymore.
Current Total: 18
Valhalla
Address: valhalla.usa-com 4242 (205.217.32.194 4242)
Home Page: http://valhalla-usa.com/
AlexMUD
Address: alexmud.stacken.kth.se 4000 (130.237.50.102 4000)
Home Page: None Available.
Apocalypse V
Address: sapphire.geo.wvu.edu 4000 (157.182.168.20 4000)
Home Page: None Available.
Arctic
Address: mud.arctic.org 2700 (128.32.43.55 2700)
Home Page: http://www.arctic.org/
Armageddon
Address: armageddon.org 23 (204.71.107.55 23)
Home Page: http://www.armageddon.org/
Austin
Address: ragnarok.imv.aau.dk 4000 (130.225.2.6 4000)
Home Page: http://www.daimi.aau.dk/~elascurn/austin.html
FieryMud
Address: fiery.com 4000 (163.246.96.103 4000)
Home Page: http://www.fiery.com/
GenericMUD
Address: mud.futureone.com 4000 (137.82.67.8 4000)
Home Page: None Available.
GrimneMUD
Address: grimne.pvv.unit.no 4000 (129.241.210.220 4000)
Home Page: http://www.pvv.unit.no/grimne/
Imperial
Address: mandrake.cs.hut.fi 6969 (130.233.40.66 6969)
Home Page: http://mandrake.cs.hut.fi/
JediMUD
Address: jedi.america.net 4000
Home Page: None Available.
MUME
Address: shire.ncsa.uiuc.edu 4242 (141.142.103.6 4242)
Home Page: None Available.
Nilgiri
Address: nilgiri.mythril.com 8888 (205.169.40.250 8888)
Home Page: http://nilgiri.mythril.com/Nilgiri/
Realm of Dark Shadows
Address: dsd.tchnet.com 6666 (198.109.196.250 6666)
Home Page: http://dsd.tchnet.com/
SillyMud
Address: phoenix.piedmont.net 4000 (204.245.76.2 4000)
Home Page: http://www.slonet.org/~pblauvel/phoenix.html
Sloth II
Address: ai.eecs.ukans.edu 6101 (129.237.80.113 6101)
Home Page: http://www.speedsoft.com/sloth/
SneezyMUD
Address: sneezy.stanford.edu 7900 (128.220.75.108 7900)
Home Page: http://sneezy.stanford.edu/
VieMud
Address: viemud.org 4000 (192.107.179.25 4000)
Home Page: http://cspo.queensu.ca/~fletcher/VieMud/
Yep, I did.
I got it in the mail a year or so ago and finally got around to looking at it
more seriously. Well, I tried to look at it seriously, but doing so can be
sorta tough.
> I saw this thread (relates to med) - do you have addresses for these
> ancient MUDs? or contact email addresses?
>
> cheers!
>
> Matt
>
> >VieMud is older. AlexMUD is older. Hell, AxL has a list of muds that
> >have been around since the first days of DikuMud. Most of them don't
> >even feel like Dikus anymore. Yet, you still see them with the complete
> >credits. Funny how that happens.
At least AlexMUD should be at alex.stacken.kth.se 4000
The others i don't know of...
***DOE***
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
/ Noora Peura | http://www.student.nada.kth.se/~d95-npe /
| Forskarbacken 8/211 | Stuck Phone: +46-8 15 46 96 ,-------'
\ 104 05 Stockholm | Cute Phone: +46-70 738 37 86 __--'
/ Sweden | _____,------------------'
\_-_-_-_-_-_-_-_-_-_-_-_-_-_-_/
zu...@rom.org wrote in article <5gn4tv$je6$1...@news.cmc.net>...
> In article <KRpm4CA8...@oceanic.demon.co.uk>,
> * This program belongs to INTENSE Software, and contains trade secrets of
*
> * INTENSE Software. The program and its contents are not to be disclosed
*
trade secrets? laugh.
: > I saw this thread (relates to med) - do you have addresses for these
: > ancient MUDs? or contact email addresses?
: >
: > cheers!
: >
: > Matt
: >
: > >VieMud is older. AlexMUD is older. Hell, AxL has a list of muds that
: > >have been around since the first days of DikuMud. Most of them don't
: > >even feel like Dikus anymore. Yet, you still see them with the complete
: > >credits. Funny how that happens.
: At least AlexMUD should be at alex.stacken.kth.se 4000
: The others i don't know of...
AlexMUD is at that address (now). The MUD was named after the machine it
originally ran on (which is long gone). However, the latest machine has
been renamed to 'alex' for "historical reasons" :P
It will always be reachable at 'alexmud.stacken.kth.se 4000' no matter what
machine it runs on.
/Miko