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- From: bairds@ursula.ee.pdx.edu (Wraith)
- Newsgroups: rec.games.mud.diku
- Subject: Diku variations (was Re: Source of the term "diku")
- Keywords: diku DIKU Guildmaster of Fidos PK PT flag me baby i aint scared
- Message-ID: <1ho06fINNaic@newsgate.cs.pdx.edu>
- Date: 28 Dec 92 22:47:43 GMT
- Article-I.D.: newsgate.1ho06fINNaic
- References: <1hnl1iINNkj7@uwm.edu>
- Lines: 98
- NNTP-Posting-Host: ursula.ee.pdx.edu
-
- bowden@csd4.csd.uwm.edu (John utters the words, "tuborg") writes:
- >Anyone out there know where the term "diku" originated?
- >Any relevent info would be appreciated.
-
- Hmmm, I'll go ahead and assume this is serious (probably against my better
- judgement). If you examine the credits in any Diku there should be a bit
- that looks something like this:
-
- Original game idea, concept, and design:
-
- Katja Nyboe [Superwoman] (katz@freja.diku.dk)
- Tom Madsen [Stormbringer] (noop@freja.diku.dk)
- Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk)
- Michael Seifert [Papi] (seifert@freja.diku.dk)
- Sebastian Hammer [Quinn] (quinn@freja.diku.dk)
-
- -------------------------------------------------------------------------------
- Additional contributions from:
-
- Michael Curran - the player title collection.
- Ragnar Loenn - the bulletin board.
- Bill Wisner - for being the first to successfully port the game, uncovering
- several old bugs in the proccess.
-
- Developed at:
- DIKU - The Department of Computer Science at the University of Copenhagen
- -------------------------------------------------------------------------------
-
- ---
- As you can see, the name Diku comes from the university at which it was
- developed. If this isn't available in some way or another at the Diku you
- play, the admins are making a serious error, as the agreement states something
- to the effect of leaving the original credits intact. Diku has also changed
- quite a lot since the original. Hmmm, these are the main derivitives I can
- recall, in no particular order (obviously there are lots of hacked Dikus, but
- these seem to be the majors I can remember):
-
- Dikumud v4.0 (Temple) -- this one runs on bigboy.cis.temple.edu,
- and has been heavily modified by the main implementor,
- Jeff Stine (Abaddon), including crash save, an interactive
- object/mobile/room editor, a few new spells, etc. One of the
- last remaining bastions of player killing/thieving. Not
- generally available to others, I believe, although there were
- a couple of other muds running older versions, I think. Jeff
- is working on some new stuff, too.
-
- SillyMUD -- this one contains some modifications by some guys at
- (shoot me if I'm wrong) the University of Florida, I believe.
- The main implementor was Loki. This system offers multi-
- classing, a large number of spells, an increased number of
- levels, object stacking (like, hmmm, a bread [5] to mean five
- breads in the room), teleport rooms and other nifty ideas.
- From looking at Perilous Realms a bit, I'm thinking it might
- be a heavily modified SillyMUD as well.
-
- Copper -- don't remember all the modifications or implementor of
- this variation, didn't play it much. It still exists and
- indeed the original Copper MUD is still up, if I recall
- correctly.
-
- Sequent -- early versions implemented by Savaki, later
- modifications by Duke. Quite a few additional spells and
- areas. Exxon's chessboard area was first installed here, I
- believe. One of the first to offer a flag type killing/thieving
- system with witnesses, a bribeable judge, etc.
-
- Huey -- this one changed the look quite a bit, with multi-classing,
- the entire way the summon thing works, gates (as in making a new
- exit from one room to another room and placing it as an object
- in the rooms), pushing mobiles, underwater rooms, fly rooms,
- etc.
-
- Diku II -- not even sure if a finished Diku II exists yet. This,
- as I recall, is a venture being done by some of the original
- Diku coders. The attempt is to move to a more skills based
- system along with enhanced flexibility in other areas.
-
- DaShadow's -- again we have more spells, multi-classing, more
- classes, etc. This one has a fairly polished look. From what
- I remember, a lot of the coding was Clore's work. Not sure
- about that though.
-
- Armageddon -- Jhalavar's (aka Gothmog) attempt to create a Dark Sun
- environment for playing. Based on the Dark Sun stuff from TSR
- along with quite a bit of enhancement by Jhalavar.
-
- Arctic -- still yet to appear, this is a work I don't know a whole
- lot about. I think it may be semi-based upon some of the
- Forgotten Realms stuff from TSR, or maybe it was the DragonLance
- stuff. It's members are known to be fanatic ;) and what it
- will offer if and when it appears to the public, I don't know.
-
- DeathDealer@Adversary
-
- --
- Shawn L. Baird | "By all means, take the moral high ground --
- bairds@ursula.ee.pdx.edu | all that heavenly backlighting makes you a
- -------------------------| much easier target." --Solomon Short
-