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Newsgroups: rec.games.mud.diku,rec.answers,news.answers
Path: senator-bedfellow.mit.edu!bloom-beacon.mit.edu!gatech!swrinde!sgiblab!wetware!kaiwan.com!thc
From: thc@kaiwan.com (Reni)
Subject: rec.games.mud.diku FAQ
Message-ID: <CICnHn.4nq@kaiwan.com>
Followup-To: poster
Reply-To: mondays@bsu-cs.bsu.edu
Organization: KAIWAN Internet Access (310-527-4279,714-539-0829,452-9166,818-579-6701)
X-Newsreader: TIN [version 1.2 PL2]
Date: Mon, 20 Dec 1993 19:58:35 GMT
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Xref: senator-bedfellow.mit.edu rec.games.mud.diku:6950 rec.answers:3428 news.answers:16045
Archive-name: games/mud-faq/diku
------------------------------------------------------------------------------
------------------------------------------------------------------------------
DikuMud FAQ (Frequently Asked Questions)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Changes:
o Changes in the echo on/off steps, as argued in
rec.games.mud.diku. Credits go to a few people
on this. :)
o Removed gopher information, the gopher is dead.
NOTE: I am going to be re-writting this FAQ, mainly to fit the
upcoming format that isgoing to be suggested for use
by all faqs. I am looking for your information. Have
any ftp sites I do not know about? Any bug fixes, patched,
code, stories, anything you would like to share? Please
please let me know. You can contact me via mondays@bsu-cs.bsu.edu
or mondays@asgard.cs.bsu.edu
Authored/Compiled by Frederick Myers <reni> <mondays@bsu-cs.bsu.edu>
This document will be posted bi-weekly to rec.games.mud.diku.
Approximated size of this document: 28k
The following is the FAQ for rec.games.mud.diku and a general game
FAQ for DikuMud games. This FAQ is divided up into three different
sections: INTRO (general information and background) , IMP_BUILDING (questions
concerning starting a mud, building areas, etc), and FTP (well known ftp
sites for various Diku mud utilities, patches, and sources).
More information on muds can be received from rec.games.mud.announce (a
general 3 part mud FAQ is posted there), online within whichever
mud you decided to play, and from the various ftp sites located at
the end of this document.
All information is correct to the best of my knowledge. I take no
no responsibility for any inaccuracies contained in this document.
This document may be distributed freely. Any use of any of the contents
here-in must be credited and the author should be notified if possible.
Patches Note: If you decide to use one of the patches in this FAQ, please
take the time to put the authors (Dean Gaudet Arctic Mud for the socket patch
and Michael Brundage for the noecho patch) in your lib/credits file. These two
individuals have donated their work for the better of others, so please
give credit where credit is due. Dean Gaudet also states that credit should
also go to Jeffery Stine on the init_socket patch.
##############################################################################
The following people have lended a hand with contributions/comments
for this docuement...
-Sebastan Hammer- Donated notes on DikuII and on
DikuMud history.
-Adam Coggins- Spelling and grammar checking.
-Dean Gaudet- Provided a list of common stock
Diku bugs and init_socket patch.
-Furey at Merc Industries- Provided some technical
info for starting a mud.
-Michael Brundage for the noecho patch and some other
bugs.
-Nick Borko- VMS TINTIN CPU fix.
-Others....Dan Brumleve, Naved Surve, Mort, Sven Nielsen
and Bombman.
-Apologies if I have spaced anyone...
##############################################################################
------------------------------------------------------------------------------
Questions asked and answered in this FAQ:
-->Intro
-"What is a Diku Mud?"
-"Where did this dikuMud come from?"
-"Where and how do I connect to a DikuMud?"
-"Where can I find out where these muds are located?"
-"Ok, I'm connected, what do I do now?"
-"What is a client program, or TINTIN?"
-"Is there anything I can do about enourmous CPU usage of VMS Tintin?"
-"Ok, I have a character, now what do I do?"
-"What are hit points, mana, & movement?"
-"What are some other things I should know?"
-"What is a crash?"
-"What is some of the slang or jargon I hear on these muds?"
-"What about this newsgroup, rec.games.mud.diku?"
-"What is DikuII, and when can I expect to see it?"
-"Where can I find so-and-so?"
-->Imp_Building
-"I really like DikuMuds, I want to start my own!"
-"What is the difference between Circle, Merc and Silly?"
-"Well, I do not want to run my own mud, but I would like to create
an area."
-"Ok, I think I can start my own, but I hear there are bugs with the
stock code, what are these?"
-"Are there any RFC's of interest?"
##INTRO##
"What is a Diku Mud?"
A DikuMud is s specific species of one of the fastest growing forms
of computer games called Mud. For more information on
muds in general, please consult the general mud FAQ
posted on rec.games.mud.announce.
DikuMuds are highly influenced on the AD&D format for adventuring.
Though DikuMuds are not an exact duplicate of AD&D, both share
many common qualities, enough so a person who is familar with
AD&D will feel quite at home with the DikuMud world. But by
no means is AD&D experience required for a person to prove
to be successful.
While some muds are based on pure social interaction and
some based on pure fighting, DikuMuds are evolving into an
intelligent compromise between the two.
"Where did this DikuMud come from?"
DikuMud was originally developed by Katja Nyboe, Tom Madsen,
Hans Henrik Staerfeldt, Michael Seifert, and Sebastian Hammer.
A small bit of background of DikuMud, according to
Sebastian Hammer:
"The game originated at the Department of Computer Science at the
University of Copenhagen (in Danish: Datalogisk Institut ved
K|benhavns Universitet; or, amongst friends: DIKU) The foundations
of the code were laid out in March of 1990. Our background (Mud-wise)
was primarily Abermud (LpMud was just emerging at the time), and
our object was to make a better AberMud. We wanted to make it
fast, compact and CPU-efficient. We wanted to allow more than
the 18 (or so) players-at-a-time that AberMuds permitted in thos
days, and we wanted a bigger world, so that players could truly
get lost in there (back then, 500 room AberMuds seemed the norm).
Also, we wanted to make it more interesting for players to
cooperate, rather than just run madly around in search of beasts to
kill.
I guess we reached some of our goals, but far from all of them.
Currently, we are working on DikuMud II, which is still
under debugging. We have ceased to support the original code in any
way, since so many "improved" versions have started to circulate"
"Where and how do I connect to a DikuMud?"
DikuMuds are located on different computers throughout
the world. These computers can be at universities, companies,
or even be personal workstations. To connect to these games, you
need two things-
1)Access to telnet.
2)The mud's host name or IP number and
the protocal port that the paticular
mud is running on.
Telnet is, to put it very simply, like a telephone. From the
computer, you "dial in" where you want to connect to
and your in (assuming the game is up).
Since most people are going to play on a VAX/VMS or
Unix based platform, I will use those for examples
on how to connect. Asgard.cs.bsu.edu 6969 will be the
mud we will use as an example to connect to.
(147.226.112.94 is the IP number of that same machine).
From a unix based machine- (The % is your prompt)
%telnet asgard.cs.bsu.edu 6969
or
%telnet 147.226.112.94 6969
or
%telnet <CR> <- That means hit the return key
telnet>open asgard.cs.bsu.edu 6969
From a VMS based machine- (The $ is your prompt)
$telnet asgard.cs.bsu.edu/port=6969
or
$telnet/port=6969 asgard.cs.bsu.edu
or
$telnet <CR>
telnet>asgard.cs.bsu.edu 6969
or
$telnet/port=6969 147.226.112.94
***NOTE*** Some versions of VMS choke when you use the
IP numbers, so it is suggested that you use the
name instead of numbers.
"Where can I find out where these muds are located"
Word of mouth is a good way. So are the news groups.
Different muds are always being mentioned in
rec.games.mud.diku plus a listing is posted every
two weeks in rec.games.mud.announce. Look for the
"Totally Unofficial List of Internet Muds".
Also, check out rec.games.mud.diku for Tarc's
recent Diku Mud List. For more information, contact
j_herlih@oz.plymouth.edu.
"Ok, I'm connected, what do I do now?"
Many DikuMud's have a lot of differences on how a person
goes about making a character. But there are some common
similarities between all of them.
-Name- This will be your character's name for the
game. It is suggested that you do not make up
a name that is complicated to spell (something
like Gustralieb you be a pain for other
players to type) or something that could possibly
be the name of a monster in the game (something
like Dragon or Guard has a great posibility
of being a monster (or mob) in the game). If your
name is one of the above, you can find yourself
being killed at times when a sensible name could
have saved your life.
-Password- This is what will prevent other people from
playing your character. Pick a password word that
is hard to guess and one that you currently do not
use on another mud or system.
Bad passwords include your real name, character name,
and anything less than 3 characters.
It is recomended that you choose something that
includes some non-standrard Alpha characters such as
# or @ or * (you get the idea). So, a password
like #Chapo1* would be a good, hard to guess password.
If you are interested in what can happen by choosing
a bad password, read the comp.security faq. There is an
interesting story by Alec Moffit dealing with this.
-Sex- No, not if you get any, but what gender you want
to be. Most commonly this will be Male or Female, but
a few muds have the option of being Other or Neuter.
-Class- There are usually four basic classes that
DikuMuds usually have.
1)Cleric - a healer
2)Warrior - a fighter
3)Magic User - a spell caster
4)Thief - a rogue
Some muds also have many other split style classes
such as Rangers, Paladins, Bards, etc. Usually on the
log-on screen, there will be some sort of online help
that will help you in the decision of your class.
There are a few other things some muds include such
as hometown and races. For these items, there should
be sufficient online help to guide you through on the
paticular DikuMud you are playing.
"What is a client program, or TINTIN?"
A client program is basically a program that you
use to connect to a mud that has many enchanced features to
help (in some opinion 'cheat') in the game. The most commonly
used client for DikuMuds is TINTIN. TINTIN was specifically designed
for play on DikuMuds and is only available for Unix platforms.
Such features could be things like macros, aliases, and triggers.
Sites where you can get tintin is listed later in this document.
There is also modified version of TINTIN, such as TINTIN++ that
are also available.
Recently, there is a copy of TINTIN that has been posted to
VMS. Look at the ftp listing at the end of this document.
Further info on clients programs and their fucntions is contained
in the bi-weekely rec.games.mud.announce FAQs.
"What can I do about the enourmous CPU usage of VMS TINTIN?"
Quick and easy fix:
-Edit the file main.c
-Find the following line:
time.tv_usec=0;
-Change the 0 to 500000
-Recompile and you are all set.
"Ok, I have a character, now what do I do?"
First thing you would want to do is get to know
the mud and it's commands. Some things you can do is type...
1)HELP- This will give a general listing
of the commands available.
2)INFO- Will give you a brief introduction
to the paticular mud you are playing.
3)COMMANDS- This command is not on all muds, but
what it does is gives you a listing of all the
commands available to your character.
4)HELP <keyword>- This will give you a more
precise definition. An example of what you
could type is HELP SAY. This will give you
an explaination and proper syntax for the
command say.
5)NEWS- Will provide the latest news of the mud.
Ask around. Most people are generally nice by nature and will
offer some (sometimes a lot, sometime very very little) help if
you ask nicely and are not annoying about it.
Read everything you see. Things like the MOTD (Message Of The
Day, which you see right before you enter the game) will provide
very important information sometimes.
"What are hit points, mana, & movement?"
Hit Points -- A numeric representation of the amount of hits/damage
that your character can take. Everytime you are hit, you loose
some amount of hit points. You are considered officially dead
when you reach -11 hit points, though at 0 you can not do anything
except for hope there is someone around who will heal you.
Mana -- This is the amount of spells you can cast. Everytime you
cast a spell, a certain amount of mana is subtracted from your
working total of mana. Mana is like the working energy that
you can use to cast spells.
Movement -- This is the amount that you can walk/run etc etc.
A decent comparison could be the amount of energy your
player has. Some skills also subtract from you movement
points.
"What are some other things that I should know?"
Don't be annoying. Such things are constanly whinning
to other players and wizards will be the quickest way
of being rejected by the players of the mud.
Avoid player killing unless it has been _explicitly_
allowed on the mud you are playing. Usually if player killing
is not allowed on a mud, and someone violates this, it is dealt
with very sternly.
Avoid unecessary shouts. Such things as shouting
"LAAAAAAGGGG", "GOODBYE SO-AND-SO", "LEVEL!!!", etc generally
do nothing but annoy other players and can be taken
care of by using tell or say.
Don't litter. Leaving junk around does nothing more than
drain the machines resources. See if the mud you are playing
has the junk command or a dump where you can dispose of
uneeded items.
Remeber, that it is only a game and the main purpose is for
you, as a player, to have fun, explore, and talk to people.
And do not let mud playing take priority over you school/job
work, which happens all to often.
"What is a crash?"
A crash occurs when a)The system that the mud is located
fails or b)The actual mud itself fails. When a mud crashes, you
will be thrown out of the game and you will not be able to
connect back to the game until it is rebooted.
Because of crashes, the importance of saving you character
is very important. All you need to to do is type 'save' and your
character is saved, thats it. No excuses.
In event the game does crash, and you loose items/experience, then
usually (not always, and it is _not_ required) immortals/gods will
reimburse your items. But remember, the keywords for you to get
reimbursed is politeness and courtsey. Chances are, if you lost
something, then other players did to. Avoid telling your local god 100
times that you lost something. Usually, if you told them once,
they know and will get to you as soon as they can. And remember,
nowhere does it say they have to reimburse you.
In the event of a crash, do not go straight to rec.games.mud.diku
and post a message saying "Blah mud crashed 4 seconds ago, what
happened?". That posting will usually be met with negative
reponses. POST TO THE NET ONLY AS A LAST RESORT. If the game
is going to be down for an extended amount of time or if there
are serious problems, usually there will be a message at the
port the game ran on, or there will be a posting on rec.games.mud.diku
concerning the down time.
"What is some of the slang or jargon I hear on these muds?"
-brb --- Means be right back.
-rl --- Means real life. Something like "I'm bored rl" is
commonly heard.
-brb rl --- Put the two together and you get "Be right
back, real life". You know, like going to the bathroom.
-pk, pk'ing --- Player Killer and Player Killing.
-newbie --- Someone who is new to the game. Associated
with the word clueless.
-mob --- A mobile, a monster in the game.
-immort --- A player who has achiver immortality on the
mud and is considered a god.
-imp(s) --- The person(s) who run the mud. They have final say
over everything.
-afk --- Away from keyboard.
-afw --- Away from window.
-inv --- Your inventory, what you have on you and is not
currently equiped.
-equip --- The items that you are currently using. Like the armor
you are wearing.
"What about this newsgroup, rec.games.mud.diku?"
This newsgroup was designed to help filter a lot of
traffic that flowed through the newsgroup rec.games.mud.
The newsgroup is designed for discussions about anything
pretaining to DikuMud games. Anyone or anything is open,
though messages that obviously have no purpose, like
"Big Fat Hairy Mud Rules/Sucks!!!!" are generally frowned
upon and are a waste of people's time and of network
resources.
"What is DikuII, and when can I expect to see it?"
A note on DikuII from Sebastian Hammer:
"DikuMud II is our attempt to deal with some of the shortcomings of the
original game. The number of widely different Diku-versions out there
indicated to us that there was a need for a stronger base system for
people to work on. Some of the main improvements are:
* A much more powerful Special Procedure system, allowing an arbitrary
number of special routines to be associated with a mobile, and to
be called at different times. One procedure interprets a simple
mobile-control language, so that a lot of actions can be controlled
straight out of the data files - no recompilation needed. This system
also forms the base of an automated Law Enforcement system, which
keeps the cities clean and safe with a smile.
* A totally revised scoring system.
* A better function-call structure. The game_loop from comm.c has been
replaced by an event-driving sort of thing - adding a ton of
flexibility and greatly reducing CPU-usage.
* Cleaner internal data structures - most of the world-related
structures from structs.h have been turned into a single structure
with various appendages. This allows a bunch of fun things like
carrying eachother (horses), entering boxes, etc.
* A new format for the data files (no online building - it's still our
belief that the best worlds are written in a word processor), using
symbolic names, the C-preprocessor. Data is sanity-checked and
converted into a binary format which also forms the base of the:
* Flexible object-saving and crash-protecting system.
* Various other changes, such as much cleaner shop-code, a
mail-system, better bulletin boards, etc., etc.
The release date is still unresolved, but all of the above is
implemented and functioning quite well. Debugging and cleaning
remains."
Latest word from the Diku II camp, as reported in the
rec.games.mud.diku (in early August) is that news on a release
date should be coming up soon.
"Where can I find so-and-so?"
If you are looking for a paticular client/patch/source,check
the bottom list and look at those ftp sites. I try to maintain
a general list of what is at these sites, but I can not always
keep up-to-date of these site's contents, so you might have to actually
log in those sites and look around, chances are what you are
looking for is at one of those sites.
If by chance you do not find what you are looking for at
one of those sites, then use the archie server. Archie is a
archive database searcher that will aid in hunting down a paticular
program or whatever it is you seek. Don't post to the newsgroup
asking how to use archie, ask someone at your site if they
can help. If you can not get help locally, then post the
question to newsgroup such as news.newusers.questions or look
in news.answers.
##IMP_BUILDING##
"I really like DikuMuds, I want to start my own!"
Well, before you go off and do that, there are some
things you need to know or have.
1)A good, working knowledge of C. Though with the
amount of enhanced muds that are available, this
is still a good thing to know becuase you are never
going to find 100% bug free code.
2)A machine. Some general requirements include:
a)32-bit processor
b)5+ megs available (greater than 10 is desirable)
c)2-8 megs of available memory
d)Network bandwith running(to Internet) at about
50 kilobits/second
DikuMuds are not very CPU intensive, so very little
CPU time is needed for all practical purposes.
3)Explicit System Administrator Approval. Muds do not
go unnoticed on any machine where there are any other
users. Get this before you do anything or you could
find hours and hours of hard work down the drain.
4)A large amount of time to devote to actaul work
on the mud and time to spend online in the game
doing administrative duties. This has caused the
eventual death of many muds.
5)A creative mind. Be creative about your work, no one
really cares for a dull, boring mud.
"What is the differnece between Circle, Merc, and Silly?"
There is a lot of differences between the codes, some
that are easily recognizable by players, some that are not.
Circle seems to be the closest to the original Gamma Diku
with a lot of the bugs patched plus a lot of new features
built in. Silly mud is a very large and heavily modified release
and if I remember what the author of this code (or maybe
if was someone else) said is "it is big and it is ugly".
Silly is filled with features but is has not been
patched up to run on all systems, so beware it might
take some hacking to get this to work on your machine.
Merc is yet another highly developed and very different
release. It has been made to work with a variety of machines
including MacIntosh and is very compact.
It is recommended that you give each release your
attention to find out which code is best for you, because
none is specfically better than the other in general
terms, it is up to you find out what you prefer.
"Well, I do not want to run my own mud, but I would like to create an area."
Some tips in writting an area.
1)Get documentation- Basic DikuMud documention
is helpful, but ask a wizard at the mud you would
like to build for documentation that was made specifically
for that mud. This is helpful because the actual format
for area creation and many of the different bitvectors
vary greatly from mud to mud.
2)Muditors are very helpful. The most common is
Muditor V.5. Some muds have online creation which
will enable a person to create and area online. Consult
your local mud admin for more information about online
creation.
3)Planning. Plan out your area. Make a detailed map and
think of a good general story or theme for your
area before you start construction.
4)Don't just make an area for the sake of it. If you
make an area jsut for the sake of it, this usually
shows and people do not want a boring, non-planned
area. All you will do is waste your time and the
admin's time.
"Ok, I think I can start my own, but I hear there are bugs
with the stock code, what are these?"
Unfortunatly, all code will have bugs, here are some of
the more well known bugs that should be looked at when
starting your own bugs. (NOTE: These are all fixes that require
knowledge of C..told you you needed to know C ;) )
--Problem with realloc() in db.c with the world, and to a
lesser extent mob_index and obj_index.
--Problem in do_pour. This bug allows players to preform
'pour cup cup' and have an infinite water supply.
--Problem on do_taste. A player can taste the bread, but when
he tastes the bread, it will apply the breads fill value
without actually eatting the bread, thus having an infinite
bread supply.
--Problem in nanny(). In nanny(), if a player answers 'no' to
the 'is that really your name?', but the name pointer is
never set to NULL. So, when you drop link, the same pointer
will be free [using free()] again inside free_char().
--Problem in generic_find(). Uses str_cmp() instead of isname()
in FIND_OBJ_EQUIP.
--Probelm in affect_from_char(). The variable hjp is given the
value hjp->next after hjp has been free()'d.
--Problem in shop.c. A has the scroll 'a tattered scroll' he wishes
to sell. Upon selling the item, a check is made for the keyword
scroll in the shopkeeper's inventory. Since scrolls of identify
and scrolls of recall are produced by the shop and have the
keywords 'scroll', the games assumes that the first scroll is one
of these items and destroys the item and never places back for
resale.
--Problem in the init_socket. The ports do not seem to clear freely,
so you end up with a lot of port binds. Here is a patch provided
by Dean Gaudet (lazarus@hobbes.linfield.edu).
int init_socket(int port)
{
int s, sbuf, opt;
struct sockaddr_in sa;
struct linger ld;
memset(&sa, 0, sizeof(struct sockaddr_in));
sa.sin_family = AF_INET;
sa.sin_port = htons(port);
if ((s = socket(AF_INET, SOCK_STREAM, 0)) < 0) {
exit(0);
}
opt = 1;
if (setsockopt(s,SOL_SOCKET,SO_REUSEADDR, (char *)&opt, sizeof(opt)) < 0) {
exit(1);
}
ld.l_onoff = 0; /* let's make sure this isn't on */
ld.l_linger = 1000; /* who cares what this is */
if (setsockopt(s, SOL_SOCKET, SO_LINGER, (char *)&ld, sizeof(ld)) < 0) {
exit(1);
}
......
if (bind(s, (struct sockaddr *)&sa, sizeof(sa)) < 0) {
if( close(s) ) {
syslogf("init_socket: error closing socket: %s", strerror(errno));
exit(1);
}
exit(0);
}
if( listen(s, 5) < 0 ) {
exit(1);
}
return(s);
}
--Check for unused variables by compiling
with the -Wunused flag. This will help in streamlining
your code.
--Many typos, especially look in constants.c,
act.obj1.c and act.other.c
--Echo on/off:
in interpreter.c
#include <arpa/telnet.h>
-at the top with the rest of your includes
create the following strings:
char echo_off[]={IAC,WILL,TELOPT_ECHO,'\0'};
char echo_off[]={IAC,WONT,TELOPT_ECHO,'\n','\r','\0'};
make the following macros:
#define ECHO_ON(d) SEND_TO_Q(echo_on,(d))
#define ECHO_OFF(d) SEND_TO_Q(echo_off,(d))
Then place in appropriate places where you
want to turn echo'ing on or off.
"Are the any RFC's of interest?"
The following RFC's can be of interest to Diku Imps.
-RFC 1413: Telnet Identification Protocol
-RFC 854: Telnet Protocol
-RFC 857: Telnet Echo Option
RFC's are located on many sites including nic.ddn.mil and
wuarchive.wustl.edu.
##FTP##
Below is a list of commonly used sites for DikuMud related
items. All sites/contents are subject to change.
------------------------------------------------------------
General ftp sites that contain a large amount of
files and information. These sites general change in
content a lot. These sites are also your best bet
in finding whatever you are looking for:
o ftp.tcp.com- pub/mud/new (includes original gama source)
o ftp.math.okstate.edu- pub/muds
o flipper.pvv.unit.no- pub/mud
o asgard.cs.bsu.edu- pub/diku
The following sites a more specific in distribution and
are usually used as "offical release sites" for various
things.
o ftp.cs.jhu.edu- pub/CircleMUD
-offical site of the CircleMUD distribution
o ftp.cis.ufl.edu- pub/gammes/mud
-offical site of the SillyMUD distribution
o hobbes.linfield.edu- pub/arctic
-site for gamma DikuMUD code ported to the
Dynix/ptx 2.x platform
o ftp.lysator.liu.se- pub/lpmud/clients
-site for PMF, an alternative client to TinTin
o ftp.cs.odu.edu- pub/caw
-official release site of Curious Area Workshop
o hercules.miami.edu- pub/tintin_for_VMS
-official release site for TinTin ported to
the VMS systems.
o caisr2.caisr.cwru.edu- pub/mud
-official archive of the mudlist that is
posted on rec.games.mud.announce
---
One final note---Playing a mud of any sort is NOT a right. The people who
run the game and the people who owns/runs the system that you
are playing from are not required to let you play. If you abuse
your privledge of playing, there are good chances that it will
be taken away
---
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frederick myers ||| I don't mind about the state
mondays@bsu-cs.bsu.edu ||| of mind. You know it's good
reni@asgard.cs.bsu.edu ||| for nothing and I left you
00fwmyers@virgo.bsuvc.bsu.edu ||| behind.
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--
|mondays@bsu-cs.bsu.edu|thc@kaiwan.com|reni or thc or galaxie on the muds|
|I'm no dog, I'm a dolphin. I just don't live in the sea.|