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- Archive-name: games/mud-faq/part1
-
- FREQUENTLY ASKED QUESTIONS: BASIC INFORMATION ABOUT MUDS AND MUDDING
-
- This is part 1 in a 3 part series of FAQs.
-
- $Id: mudfaq-p1.html,v 1.1 1994/10/02 20:25:46 jds Exp jds $
-
- Disclaimer: This document may be seen to be biased towards
- TinyMUDs. This is because the maintainer mainly plays those types of
- servers, not because she thinks they are inherently better or worse
- than other types of servers. However, this document is meant to be
- generalized and useful for all MUDdom, and so corrections and
- contributions are always welcome.
-
- Welcome to the world of MUDding!
-
- TABLE OF CONTENTS
- * FAQ #1: Basic Information about MUDs and MUDding
- + General Information
- o 1.1. What is a MUD?
- o 1.2. What different kinds of MUDs are there?
- o 1.3. Where are MUDs located?
- o 1.4. I paid money for my account! MUDding is a right,
- isn't it?
- o 1.5. How do I connect to a MUD?
- o 1.6. What is a client program?
- o 1.7. Now that I'm connected, what do I do?
- o 1.8. Why not just dive in?
- o 1.9. What password should I use for my MUD character?
- o 1.10. What's the easiest way to annoy a veteran MUD
- user?
- o 1.11. What's the easiest way to be a mean veteran MUD
- user?
- o 1.12. What should I _not_ do in terms of player
- interaction?
- o 1.13. Is MUDding a game, or an extension of real life
- with gamelike qualities?
- o 1.14. What common commands are used on MUDs?
- o 1.15. I know what's going on now! What's next?
- o 1.16. Who should I ask for help?
- o 1.17. What if I'm completely confused and am casting
- about for a rope in a vast, churning wilderness of chaos
- and utter incomprehension?
- o 1.18. What USENET newgroups are devoted to MUDs?
- o 1.19. Are there any MUD URLs?
- o 1.20. How do I start my own MUD?
- + Glossary
- o 1.21. What was the first MUD?
- o 1.22. What is a bot?
- o 1.23. What's a clueless newbie?
- o 1.24. What is a cyborg?
- o 1.25. What's a dino?
- o 1.26. What is a flame?
- o 1.27. What is a furry?
- o 1.28. What is HAVEN?
- o 1.29. What is a log?
- o 1.30. What is Maving?
- o 1.31. What is net lag?
- o 1.32. What's player killing?
- o 1.33. What is spam?
- o 1.34. What is TinySex?
- o 1.35. What is a 'Wizard' or 'God'?
- * FAQ #2: MUD Clients and Servers
- + Client Information
- o 2.1. What is a client?
- o 2.2. Where do I get clients?
- o 2.3. What operating systems do clients run on?
- o 2.4. Is there anything wrong with running a client?
- o 2.5. What different clients are available? [Client List]
- + Glossary of Client terms
- + Server Information
- o 2.6. What is a server?
- o 2.7. Where do I get servers?
- o 2.8. What operating systems to servers run on?
- o 2.9. Is there anything wrong with running a server?
- o 2.10. What different servers are available? [Server
- List]
- + General Information
- o 2.11. What do I do if my client/server won't compile?
- o 2.12. Should I read the documentation of whatever client
- or server I select?
- o 2.13. What is FTP, and how do I use it?
- * FAQ #3: Basic Information on RWHO and mudwho
- + 3.1. What is RWHO?
- + 3.2. How Does It All Work?
- + 3.3. Where Can I Get This Stuff?
- + 3.4. Where Are Some RWHO Servers?
-
- GENERAL INFORMATION
-
- 1.1. What is a MUD?
-
- A MUD (Multiple User Dimension, Multiple User Dungeon, or Multiple User
- Dialogue) is a computer program which users can log into and explore. Each user
- takes control of a computerized persona/avatar/incarnation/ character. You can
- walk around, chat with other characters, explore dangerous monster-infested
- areas, solve puzzles, and even create your very own rooms, descriptions and
- items. You can also get lost or confused if you jump right in, so be sure to
- read this document before starting.
-
- 1.2. What different kinds of MUDs are there?
-
- You'll notice the disclaimer on this FAQ mentions TinyMUD. That's one common
- type of MUD, but there are many different types of MUDs out there. The Tiny-
- and Teeny- family of MUDs are usually more social in orientation; the
- players on those MUDs tend to gather, chat, meet friends, make jokes, and
- discuss all kinds of things. The LP- family of MUDs, including Diku and
- AberMUD, are usually based on roleplaying adventure games; the players on
- those MUDs tend to run around in groups or alone killing monsters, solving
- puzzles, and gaining experience in the quest to become a wizard. There are
- still other types of MUDs, such as MOOs, UnterMUDs, and so forth. Each type
- has its own unique style, and players are rarely forced to stick to one type of
- playing - there's no rule that says an LPMUD _must_ be a combat-oriented MUD,
- or that a TinyMUSH _must not_ be a combat-oriented MUD. We suggest that you
- experiment around with several different types of MUDs to see what you find is
- the most interesting. If there's one thing MUDdom has, it's variety.
-
- 1.3. Where are MUDs located?
-
- You can get a current list of muds by mailing to awozniak@geordi.calpoly.edu
- with SUBSCRIBE as the subject.
-
- MUDs are run on many fine computers across the world. To play, all you have to
- do is telnet to the MUD's Internet Protocol Port, and you're in business. Some
- MUDs have a policy called registration to cut down on abuse of privileges; you
- might have to send mail to the administrator of the MUD in order to obtain a
- character. It's important to note that MUDs are not a right, and your access
- is granted out of trust. People usually have to pay to use processing time on
- the large, expensive computers which MUDs often run on, and you're being given
- a special deal. Which brings us to another point: MUDs can't really be run on
- anything less than a largish workstation (currently), so they're usually on
- academic or corporate workhorse machines.
-
- 1.4. I paid money for my account! MUDding is a right, isn't it?
-
- Don't believe that for a second. When you paid money to your school's computer
- department for an account, you entered into a contract with that department.
- Most schools have a well written Computer Policy document, that will detail
- exactly what you have rights to. Most schools classify MUD as a game, and games
- as non-essentials. Therefore, if your school decides to shut off all games, or
- disallow you to telnet out to play muds, you're stuck. Don't try to get around
- it; they'll find you. Instead, try to talk to the Powers That Be, and see why
- they did what they did. They may have very good reasons for it (such as limited
- resource that really need to be dedicated to schoolwork).
-
- 1.5. How do I connect to a MUD?
-
- There are several ways to hook yourself up to a MUD's internet port. First, you
- can use telnet once you find out the MUD's network address and port number. If,
- for instance, we knew that ChupsMUD was at the network address
- pickle.cs.umsst.edu at port 4201, we could type:
-
- (on most systems, including UNIX)
- telnet pickle.cs.umsst.edu 4201
-
- (or, on some VMS systems)
- telnet pickle.cs.ummst.edu/port=4201
-
- and we'd be ready for action. If we get back an error saying something like
- host unknown, we'd want to do the same thing, only using the machine's
- internet number address, like this: telnet 127.0.0.1 4201. If you're using
- straight telnet on a VMS system, you might have to make sure that your terminal
- has newlines turned on. If it doesn't, the mud's output will get spewed
- across the screen in a most ugly fashion.
-
- Your second option is to scout out the many fine client programs which exist
- for the sole purpose of providing a friendly and useful front end to MUDs. (See
- client, below.)
-
- 1.6. What is a client program?
-
- Telnet is a rather ugly way to connect to most muds, since it doesn't do any
- fancy text wrapping, and if someone says something while you're typing out a
- line, it will make a mess out of your line, making it hard to see what you're
- typing and hard to keep track of what's going on in the mud. A client program
- is simply another program you use instead of telnet to connect to a mud.
- Clients also provide useful things such as macros and the ability to gag or
- highlight certain mud output. Clients are available for anonymous ftp from
- several sites. See the Frequently Asked Questions posting #2 for more
- information about clients.
-
- 1.7. Now that I'm connected, what do I do?
-
- Once you connect, find out what the deal is with respect to you getting a
- character. Some MUDs allow you to create your own, and others require you to
- send off for one via email. If you have to send off for one, send one e-mail
- request and cool your heels. MUDding will be around forever, no need to rush
- it. But let's say you've now gotten a character, and you're connected up, and
- things are starting to get interesting. At this point, you should do what is
- probably least intuitive: type help, read the instructions and directions,
- and understand them. Then, type news, read the information, and understand
- it. Then (yes, we know, we know... it'll be fun, soon!) practice using the
- commands given to you until you think you've got a good enough grip to be able
- to start in on exploring, questing, socializing, or whatever else tunes your
- engine.
-
- 1.8. Why not just dive in?
-
- Some people are easily annoyed when other people clearly have no idea what they
- are doing, even if they were recently in that position themselves. It'll be
- much easier for you to cope without some fella saying things you don't
- understand to you and possibly killing you. However, many MUD players are
- helpful, and asking them, "excuse me, are you busy? I'm a brand new player, and
- I have a question," will often work just fine.
-
- 1.9. What password should I use for my MUD character?
-
- You should pick a password just as you do for any computer account. Use a word,
- or better yet, a phrase or anagram, that isn't obvious. Don't, for instance,
- use the same name as your character, or your own first name, or your
- girl/boyfriend's name. And never never use the same password as the one on your
- computer account. Most MUDs prevent people from getting the passwords from
- within the mud, and most encrypt the password when it's store in the database
- files. However, there is nothing preventing the MUD's owner from modifying the
- code to dump the passwords to a file, along with other information such as the
- host you connected from. Using this information, an evil MUD admin could
- probably figure out your login name and get into your account easily. It's also
- not a good idea to use the same password on different MUDs, since if your
- password gets out on one MUD, all your MUD characters have been compromised.
- This is especially important for MUD Wizards and Gods. Use the auto-login
- feature of your client, if it has one, and protect the file containing the
- login information against reading by others.
-
- This story comes from Alec Muffett, author of Crack and maintainer of the
- alt.security FAQ.
-
- aem@aberystwyth.ac.uk: The best story I have is of a student friend
- of mine (call him Bob) who spent his industrial year at a major
- computer manufacturing company. In his holidays, Bob would come back
- to college and play AberMUD on my system.
-
- Part of Bob's job at the company involved systems management, and
- the company was very hot on security, so all the passwords were
- random strings of letters, with no sensible order. It was imperative
- that the passwords were secure (this involved writing the random
- passwords down and locking them in big, heavy duty safes).
-
- One day, on a whim, I fed the MUD persona file passwords into Crack
- as a dictionary (the passwords were stored plaintext) and then ran
- Crack on our systems password file. A few student accounts came up,
- but nothing special. I told the students concerned to change their
- passwords - that was the end of it.
-
- Being the lazy guy I am, I forgot to remove the passwords from the
- Crack dictionary, and when I posted the next version to USENET, the
- words went too. It went to the comp.sources.misc moderator, came
- back over USENET, and eventually wound up at Bob's company. Round
- trip: ~10,000 miles.
-
- Being a cool kinda student sysadmin dude, Bob ran the new version of
- Crack when it arrived. When it immediately churned out the root
- password on his machine, he damn near fainted...
-
- The moral of this story is: never use the same password in two
- different places, and especially on untrusted systems (like MUDs).
-
- 1.10. What's the easiest way to annoy a veteran MUD user?
-
- Demand something. Whine. Follow them around. Page or tell them over and over
- after they've asked you to stop. In combat MUDs, steal from corpses of things
- they just killed.
-
- 1.11. What's the easiest way to be a mean veteran MUD user?
-
- Don't give help to the new players. Kill them, ignore them, shout "get a
- description" at them. These are the best ways to kill off MUDding in general,
- actually.
-
- 1.12. What should I _not_ do in terms of player interaction?
-
- You shouldn't do anything that you wouldn't do in real life, even if the world
- is a fantasy world. The important thing to remember is that it's the fantasy
- world of possibly hundreds of people, and not just yours in particular. There's
- a human being on the other side of each and every wire! Always remember that
- you may meet these other people some day, and they may break your nose. People
- who treat others badly gradually build up bad reputations and eventually
- receive the NO FUN Stamp of Disapproval. The jury is still out on whether
- MUDding is "just a game" or "an extension of real life with gamelike
- qualities," but either way, treat it with care.
-
- 1.13. Is MUDding a game, or an extension of real life with gamelike qualities?
-
- It's up to you. Some jaded cynics like to laugh at idealists who think it's
- partially for real, but we personally think they're not playing it right.
- Certainly the hack-'n-slash stuff is only a game, but the social aspects may
- well be less so.
-
- 1.14. What common commands are used on MUDs?
-
- Most MUDS have a core of commands which players use to move around and interact
- with each other. For instance, there are commands for interacting with other
- players, like say (or sometimes "), and other commands like look, go,
- etc. In TinyMUD, there are commands like home (which always places you in
- your home -- remember that), : (pose -- try it), etc., which allow you to do
- stuff inside the database. Commands prefixed by a @ (generally) allow you to
- change the database! Commands like @describe, @create, @name, @dig and
- @link allow you to expand the universe, change it, or even, perhaps,
- @destroy it, under certain conditions. In LPMUDs, none of those apply; in
- order to edit the universe, you have to attain Wizardhood or be the God of the
- MUD.
-
- Whatever the case, these building commands are beyond the scope of this little
- sheet -- find the documentation for whatever MUD you're playing with and
- consume it avidly. Most MUDs have documentation on-line, although better
- documentation can be gotten via ftp from other sites. Ask around, or try
- looking on ftp.tcp.com, or ftp.math.okstate.edu in /pub/muds/misc.
-
- 1.15. I know what's going on now! What's next?
-
- Now is the time when you should be most careful. Within reason, don't be afraid
- to ask questions of other players.
-
- 1.16. Who should I ask for help?
-
- Wizards (see the glossary section) are usually helpful; if you know a wizard to
- be a wizard, then you can usually ask them a question or two. Make sure they're
- not busy first. Also, players who have been logged on for a long time (which
- you can check using the WHO command) are often helpful, as they are usually
- the veterans who've seen it all before. In combat MUDs, asking relatively high
- level characters is usually the way to find things out.
-
- 1.17. What if I'm completely confused and am casting about for a rope in a
- vast, churning wilderness of chaos and utter incomprehension?
-
- Ask a friend to help you. Don't post anything in any newsgroup. Just take it
- slow, one step at a time, smoothing over the things you don't understand by
- reading manuals (i.e. man telnet), asking local help, or trying to find people
- who use MUDs who are at your site.
-
- 1.18. What USENET newgroups are devoted to MUDs?
-
- There are several USENET newsgroups associated with MUDs. The first (and least
- used) is alt.mud. When it got popular, the newsgroup rec.games.mud was then
- created, and when it got too noisy and chaotic, a few new groups were split off
- of the main one (rec.games.mud is no longer a real newsgroup - all of its
- volume went to rec.games.mud.misc). The current newsgroups are:
-
- rec.games.mud.admin
- Postings pertaining to the administrative side of MUDs.
-
- rec.games.mud.announce
- moderated group, where announcements of MUDs opening, closing,
- moving, partying, etc are posted.
-
- rec.games.mud.diku
- Postings pertaining to DikuMUDs.
-
- rec.games.mud.lp
- Postings pertaining to LPMUDs.
-
- rec.games.mud.misc
- Miscellaneous postings.
-
- rec.games.mud.tiny
- Postings pertaining to the Tiny* family of MUDs.
-
- If you feel you must post something to USENET, please do it in the group where
- it best belongs - no posts about TinyMUSH in the Diku group, no questions about
- an LPMUD in the Tiny group, etc.
-
- 1.19. Are there any MUD URLs?
-
- Several; a good start is Lydia Leong's MUD Resource Collection
- (http://www.cis.upenn.edu/~lwl/mudinfo.html).
-
- Also try the Aragorn server (http://aragorn.uio.no/).
-
- 1.20. How do I start my own MUD?
-
- First, you need to pick a server. You'll have to figure out how to compile it,
- get it running, and you'll need to know how to keep it running, which usually
- involves some programming skills, generally in C, and a good deal of time. Of
- course, you also need to be well versed in the ways and commands of that
- particular MUD server, and you'll probably need help running the place from a
- few of your friends.
-
- Don't forget that you'll have to have a machine to run it on, and the resources
- with which to run it. Most MUDs use anywhere from 5 to 90 megs of disk space,
- and memory usage can be anything from 1 to 35 megs. A good rule of thumb is to
- first ask around for specifics on that server; average muds need around 25 megs
- of disk space for everything, and about 10 megs of memory, although the exact
- numbers vary widely.
-
- NOTE:If you don't explicitly own the machine you're thinking
- about right now, you had better get the permission of the machine
- owner before you bring up a MUD on his computer. MUDs are not
- extremely processing- consumptive, but they do use up some computing
- power. You wouldn't want people plugging in their appliances into
- the outlets of your home without your permission or knowledge, would
- you?
-
- GLOSSARY OF MUD TERMS
-
- 1.21. What was the first MUD?
-
- MUD1, written by Richard Bartle and Roy Trubshaw, back in 1979-80, is generally
- accepted as the first MUD. TinyMUD Original, the first of the Tiny- family of
- muds, was written in August 1989. A more complete chronology of MUDs is being
- prepared - contributions emailed to jds@math.okstate.edu are heartily welcomed.
-
- 1.22. What is a bot?
-
- A bot is a computer program which logs into a MUD and pretends to be a human
- being. Some of them, like Julia, are pretty clever -- legend has it that
- Julia's fooled people into believing that she's human. Others have less
- functionality. The most common bot program is the Maas-Neotek model.
-
- 1.23. What's a clueless newbie?
-
- A newbie is someone who has only recently begun to participate in some kind of
- activity. When we're born, we're all life newbies until we get experience under
- our belts (or diapers, whatever). You're a clueless newbie until you've got the
- hang of MUDding, basically.
-
- 1.24. What is a cyborg?
-
- A cyborg is defined as 'part man, part machine.' In the MUD world, this means
- that your client is doing some of the work for you. For instance, you can set
- up many clients to automatically greet anyone entering the room. You can also
- set up clients to respond to certain phrases (or triggers). Of course, this
- can have disastrous consequences. If Player_A sets his client up to say hi
- every time Player_B says hi, and Player_B does likewise, their clients will
- frantically scream hi at each other over and over until they manage to escape.
- Needless to say, runaway automation is very heavily frowned upon by anyone who
- sees it. If you program your client to do anything special, first make sure
- that it cannot go berserk and overload the MUD.
-
- 1.25. What's a dino?
-
- A dino is someone that has been around for a very long time (cf. dinosaur).
- These people tend to reminisce nostalgically about dead or nonexistent MUDs
- which were especially fun or interesting.
-
- 1.26. What is a flame?
-
- Flaming is when someone shouts at another person in a vain attempt to convince
- them that whatever that other person said or believes in is unconditionally
- wrong or stupid. Avoid getting into flame wars, and if flamed, laugh it off or
- ask someone else what you did wrong.
-
- 1.27. What is a furry?
-
- A furry is an anthropomorphic intelligent animal. If you've ever seen Zoo-bilee
- Zoo on The Learning Channel, you know what I mean. Furries are not unique to
- MUDdom - they originated in comics, and can usually be found at comic or
- animation conventions and the like. Generally, any MUD character which has fur
- and is cute is deemed a furry. Most furries hang out on FurryMUCK, naturally.
-
- 1.28. What is HAVEN?
-
- On many TinyMUDs, there are several flags associated with each room. The HAVEN
- flag is probably the most famous one. In rooms where the HAVEN flag is set, no
- character may kill another. (See player killing below.)
-
- 1.29. What is a log?
-
- Certain client programs allow logs to be kept of the screen. A time- worn and
- somewhat unfriendly trick is to entice someone into having TinySex with you,
- log the proceedings, and post them to rec.games.mud.* and have a good laugh at
- the other person's expense. Logs are useful for recording interesting or useful
- information or conversations, as well.
-
- 1.30. What is Maving?
-
- Mav is a famous TinyMUDder who sometimes accidentally left a colon on the front
- of a whisper, thus directing private messages to the whole room. The meaning of
- the verb has changed to include making any say/whisper/page/pose typing
- confusion.
-
- 1.31. What is net lag?
-
- The Internet (the network which connects your computer to mine) is made up of
- thousands of interconnected networks. Between your computer and the computer
- which houses the MUD, there may be up to 30 gateways and links connecting them
- over serial lines, high-speed modems, leased lines, satellite uplinks, etc. If
- one of these gateways or lines crashes, is suddenly overloaded, or gets routing
- confused, you may notice a long time of lag time between your imput and the
- MUD's reception of that input. Computers which are nearer to the computer
- running the MUD are less susceptible to netlag. Another source of lag is if the
- computer which hosts the MUD is overloaded. When netlag happens, it is best to
- just patiently wait for it to pass.
-
- 1.32. What's player killing?
-
- The answer to this question varies widely. On most combat-oriented MUDs, such
- as LPMUD and Diku, player killing is taken quite seriously. On others, it's
- encouraged. On most TinyMUDs, as there is little to no combat system, player
- killing is sometimes employed as a means of showing irritation at another
- player, or merely to show emphasis of something said (usually, it means "and I
- really mean it!"). It's best to find out the rules of the MUD you're on, and
- play by them.
-
- 1.33. What is spam?
-
- Spamming, derived from a famous Monty Python sketch, is the flooding of
- appropriate media with information (such as repeated very long say commands).
- Unintentional spamming, such as what happens when you walk away from your
- computer screen for a few minutes, then return to find several screenfuls of
- text waiting to scroll by, is just a source of irritation. Intentional
- spamming, such as when you repeat very long say commands many times, or quote
- /usr/dict/words at someone, is usually frowned on, and can get you in trouble
- with the MUD administration.
-
- 1.34. What is TinySex?
-
- TinySex is the act of performing MUD actions to imitate having sex with another
- character, usually consentually, sometimes with one hand on the keyboard,
- sometimes with two. Basically, it's speed-writing interactive erotica. Realize
- that the other party is not obligated to be anything like he/she says, and in
- fact may be playing a joke on you (see log, above).
-
- 1.35. What is a 'Wizard' or 'God'?
-
- Gods are the people who own the database, the administrators. In most MUDs,
- Wizards are barely distinguishable from Gods - they're just barely one step
- down from the God of the MUD. An LPMUD Wizard is a player who has won the game,
- and is now able to create new sections of the game. Wizards are very powerful,
- but they don't have the right to do whatever they want to you; they must still
- follow their own set of rules, or face the wrath of the Gods. Gods can do
- whatever they want to whomever they want whenever they want - it's their MUD.
- If you don't like how a God acts or lets his Wizards act toward the players,
- your best recourse is to simply stop playing that MUD, and play another.
-
- A more appropriate name for wizards would probably be Janitor, since they
- tend to have to put up with responsibilities and difficulties (for free) that
- nobody else would be expected to handle. Remember, they're human beings on the
- other side of the wire. Respect them for their generosity.
- __________________________________________________________________________
-
- This posting has been generated as a public service. If you have any
- suggestions, questions, additions, comments or criticisms concerning
- this posting, contact Jennifer Smith, aka Moira
- (jds@math.okstate.edu). Other Frequently Asked Questions (FAQ)
- postings contain information dealing with clients, servers, RWHO,
- and FTP sites. While these items aren't necessary, they are quite
- useful. I'd also like to thank cthonics (felixg@coop.com) for his
- help in writing these FAQs, ashne and Satoria for their help, and
- everyone else for helpful comments and suggestions. Thanks again to
- Alec Muffett (aem@aberystwyth.ac.uk) of alt.security.
-
- The most recent versions of these FAQs are archived on
- ftp.math.okstate.edu in pub/muds/misc/mud-faq, plus on rtfm.mit.edu
- in the news.answers archives. HTML-ized versions are available at
- URL http://math.okstate.edu/~jds/mudfaqs.html. Have fun! - Moira
-
-
- __________________________________________________________________________
-
- Jennifer Smith / jds@math.okstate.edu
- --
- Jennifer Smith
- jds@math.okstate.edu
- On MUDs: Moira, Jasra, etc. | But still I fear and still
- Here, have a clue. Take two, they're small. | I dare not Laugh at the Madman.
- Archive-name: games/mud-faq/part2
-
- FREQUENTLY ASKED QUESTIONS: MUD CLIENTS AND SERVERS
-
- This is part 2 in a 3 part series of FAQs.
-
- $Id: mudfaq-p2.html,v 1.2 1994/10/05 00:47:46 jds Exp jds $
-
- Disclaimer:This document may be seen to be biased towards
- TinyMUDs. This is because the maintainer mainly plays those types of
- servers, not because she thinks they are inherently better or worse
- than other types of servers. However, this document is meant to be
- generalized and useful for all MUDdom, and so corrections and
- contributions are always welcome.
-
- Table of Contents
-
- * Client Information
- + 2.1. What is a client?
- + 2.2. Where do I get clients?
- + 2.3. What operating systems do clients run on?
- + 2.4. Is there anything wrong with running a client?
- + 2.5. What different clients are available? [Client List]
- * Glossary of Client terms
- * Server Information
- + 2.6. What is a server?
- + 2.7. Where do I get servers?
- + 2.8. What operating systems to servers run on?
- + 2.9. Is there anything wrong with running a server?
- + 2.10. What different servers are available? [Server List]
- * General Information
- + 2.11. What do I do if my client/server won't compile?
- + 2.12. Should I read the documentation of whatever client or
- server I select?
- + 2.13. What is FTP, and how do I use it?
-
- CLIENT INFORMATION
-
- 2.1. What is a client?
-
- Clients are programs, usually written in C, that connect up to
- servers. Telnet is one such client program. Many clients written for
- MUDs have special added bonus features through which they filter the
- output; most, for instance, separate your input line from the output
- lines and wraps words after 80 columns. Some also have a macro-
- writing capability which allows the user to execute several commands
- with just a few keypresses. Some allow you to highlight output coming
- from certain players or suppress it altogether. Still other clients
- make the sometimes tedious task of building new areas a breeze.
-
- 2.2. Where do I get clients?
-
- Listed below is a list of clients, and a site or two where they can be
- ftped from. If the site is down, your best bet is to ask around. In
- general, ftp.tcp.com and ftp.math.okstate.edu are good places to look.
- Directions for how to ftp and unarchive clients are at the end of this
- FAQ.
-
- 2.3. What operating systems do clients run on?
-
- Most use BSD Unix, although many also run under SysV Unix. Some run
- under VMS with either MultiNet or Wollongong networking, a few new
- ones run on a Macintosh, and there's even one for IBM VM.
-
- 2.4. Is there anything wrong with running a client?
-
- Not usually. Clients can be large when compiled, especially if they
- have lots of nifty features. They don't take up much CPU time at all.
- It is recommended that you ask your friendly systems administrator or
- other machine-responsible person if it's okay for you to install one
- on the system, if only for the reason that someone else might already
- have done so, and you might be able to save space by sharing with
- them. If there's a no games policy at your site, don't try to sneak by
- it with a client -- their activities are easily detectable. Be good.
-
- 2.5. What different clients are available?
-
- Here's a reasonably accurate listing of available clients. Please note
- that I have not tested each of these, and they're not guaranteed to
- work for you. If your favorite client isn't listed here, please drop a
- short note describing the client's features and where it can be ftp'd
- from to jds@math.okstate.edu.
-
- The following clients are detailed below. Directions for how to ftp
- and unarchive clients and servers can be found at the end of this FAQ.
-
- Unix Clients
- TinyTalk, TinyFugue, TclTT, VT, LPTalk, SayWat, PMF, TinyView,
- TinTin, TinTin++, TUsh, LPmudr
-
- Emacs Clients
- MUD.el, TinyTalk.el, LPmud.el, CLPmud.el, MyMud.el
-
- VMS Clients
- tfVMS, TINT, TINTw, DINK, FooTalk
-
- Misc Clients
- REXXTALK, MUDDweller, Mudling, MUDCaller, BSXMUD Clients
-
-
- _________________________________________________________________
-
- TinyTalk
- Runs on BSD or SysV. Latest version is 1.1.7GEW. Designed
- primarily for TinyMUD-style muds. Features include line
- editing, command history, hiliting (whispers, pages, and
- users), gag, auto-login, simple macros, logging, and
- cyberportals.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
- parcftp.xerox.com:/pub/MOO/clients
- ftp.tcp.com:/pub/mud/Clients
-
- TinyFugue
- Runs on BSD or SysV. Latest version is 3.2beta4. Commonly known
- as 'tf'. Designed primarily for TinyMUD-style muds, although
- will run on LPMUDs and Dikus. Features include regexp hilites
- and gags, auto-login, macros, line editing, screen mode,
- triggers, cyberportals, logging, file and command uploading,
- shells, and multiple connects.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients/tf
- ftp.tcp.com:/pub/mud/Clients
-
- TclTT Runs on BSD. Latest version is 0.9. Designed primarily for
- TinyMUD-style muds. Features include regexp hilites, regexp
- gags, logging, auto-login, partial file uploading, triggers,
- and programmability.
-
- ftp.white.toronto.edu:/pub/muds/tcltt
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- VT Runs on BSD or SysV. Latest version is 2.15. Must have vt102
- capabilities. Useable for all types of muds. Features include a
- C-like extension language (VTC) and a simple windowing system.
-
- ftp.math.okstate.edu:/pub/muds/clients/vt
- ftp.tcp.com:/pub/mud/Clients
-
- LPTalk
- Runs on BSD or SysV. Latest version is 1.2.1. Designed
- primarily for LPMUDs. Features include hiliting, gags,
- auto-login, simple macros, logging.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- SayWat
- Runs on BSD. Latest version is 0.30beta. Designed primarily for
- TinyMUD-style muds. Features include regexp hilites, regexp
- gags, macros, triggers, logging, cyberportals, rudimentary
- xterm support, command line history, multiple connects, and
- file uploading.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- PMF Runs on BSD. Latest version is 1.13.1. Usable for both LPMUDs
- and TinyMUD-style muds. Features include line editing,
- auto-login, macros, triggers, gags, logging, file uploads, an
- X-window interface, and ability to do Sparc sounds.
-
- ftp.lysator.liu.se:/pub/lpmud/clients
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- TinyView
- Runs on BSD. Latest version is 1.0. Designed for use primarily
- for TinyMUD-style muds. Features include screen mode, macros,
- history buffers, line editing, and multiple connects.
-
- NO KNOWN SITE
-
- TinTin
- Runs on BSD. Latest version is 2.0. Designed primarily for
- Dikus. Features include macros, triggers, tick-counter
- features, and multiple connects.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- TinTin++
- Runs on BSD or SysV. Latest version is 1.5pl5. Derived and
- improved from TinTin. Additional features include variables,
- faster triggers, and a split screen mode.
-
- ftp.princeton.edu:/pub/tintin++/dist
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- TUsh Runs on BSD or SysV. Latest version is 1.74. Features include
- hiliting, triggers, aliasing, history buffer, and screen mode.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- LPmudr
- Runs on BSD or SysV. Latest version is 2.7. Designed primarily
- for LPMUDs. Features include line editing, command history,
- auto-login and logging.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- MUD.el
- Runs on GNU Emacs. Usable for TinyMUD-style muds, LPMUDs, and
- MOOs. Features include auto-login, macros, logging,
- cyberportals, screen mode, and it is programmable.
-
- parcftp.xerox.com:/pub/MOO/clients
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- TinyTalk.el
- Runs on GNU Emacs. Latest version is 0.5. Designed primarily
- for TinyMUD-style muds. Features include auto-login, macros,
- logging, screen mode, and it is programmable.
-
- ftp.tcp.com(128.95.10.106):/pub/mud/Clients
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- LPmud.el
- Runs on GNU Emacs. Designed primarily for LPMUDs. Features
- include macros, triggers, file uploading, logging, screen mode,
- and it is programmable.
-
- ftp.lysator.liu.se:/pub/lpmud/clients
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- CLPmud.el
- Runs on GNU Emacs. Designed primarily for LPMUDs. Similar to
- LPmud.el, but with the added capability for remote file
- retrieval, editing in emacs, and saving, for LPMud wizards.
-
- mizar.docs.uu.se:/pub/lpmud
-
- MyMud.el
- Runs on GNU Emacs. Latest version is 1.31. Designed primarily
- for LPMUDs and Dikus. Features include screen mode, auto-login,
- macros, triggers, autonavigator, and it is programmable.
-
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
- ftp.tcp.com:/pub/mud/Clients
-
- tfVMS VMS version of TinyFugue (see above). Uses Wollongong
- networking. Latest version is 1.0b2.
-
- ftp.math.okstate.edu:/pub/muds/clients/VMSClients
-
- TINT Runs on VMS with MultiNet networking. Latest version is 2.2.
- Designed primarily for TinyMUD-style muds. Features include
- hiliting (whispers, pages, users), gags, file uploading, simple
- macros, screen mode. See also TINTw.
-
- ftp.math.okstate.edu:/pub/muds/clients/VMSClients
-
- TINTw Runs on VMS with Wollongong networking. See TINT.
-
- ftp.math.okstate.edu:/pub/muds/clients/VMSClients
- ftp.tcp.com:/pub/mud/Clients
-
- DINK Runs on VMS with either Wollongong or MultiNet networking.
- Similar to TINT. No longer supported by the author.
-
- ftp.math.okstate.edu:/pub/muds/clients/VMSClients
- ftp.tcp.com:/pub/mud/Clients
-
- FooTalk
- Runs on VMS with MultiNet networking and BSD Unix. Primarily
- designed for TinyMUD-style muds. Features include screen mode,
- and it is programmable. See RispTalk below.
-
- ftp.math.okstate.edu:/pub/muds/clients/VMSClients
- ftp.math.okstate.edu:/pub/muds/clients/UnixClients
-
- REXXTALK
- Runs on IBM VM. Latest version is 2.1. Designed primarily for
- TinyMUD-style muds. Features include screen mode, logging,
- macros, triggers, hilites, gags, and auto-login. Allows some
- IBM VM programs to be run while connected to a foreign host,
- such as TELL and MAIL.
-
- ftp.math.okstate.edu:/pub/muds/clients/misc
-
- MUDDweller
- Runs on any Macintosh. Latest version is 1.2. Connects to a MUD
- through either the communications toolbox or by MacTCP. Usable
- for both LPMUDs and TinyMUD-style muds. Current features
- include multiple connections, a command history and a built-in
- MTP client for LPMUDs.
-
- rudolf.ethz.ch:/pub/mud
- mac.archive.umich.edu:/mac/util/comm
- ftp.tcp.com:/pub/mud/Clients
-
- Mudling
- Runs on any Macintosh. Latest version is 0.9b26. Features
- include multiple connections, triggers, macros, command line
- history, separate input and output windows, and a rudimentary
- mapping system.
-
- imv.aau.dk:/pub/Mudling
- ftp.math.okstate.edu:/pub/muds/clients/misc
-
- MUDCaller
- Runs under MSDOS. Latest version is 2.50. Requires an Ethernet
- card, and uses the Crynwr Packet drivers. Does NOT work with a
- modem. (If you telnet in MSDOS, you can probably use this.)
- Features include multiple connections, triggers, command-line
- history, scrollback, logging, macros, and separate input and
- output windows.
-
- ftp.tcp.com:/pub/mud/Clients
- ftp.math.okstate.edu:/pub/muds/clients/misc
- oak.oakland.edu:/pub/msdos/pktdrvr
-
- BSXMUD Clients
- These clients run on various platforms, and allow the user to
- be able to see the graphics produced by BSXMUDs. BSXMUDs are
- generally LPMUDs (but not necessarily) who have been hacked to
- enable the sending of polygon graphics coordinates to
- BSXclients, thus letting you play a graphic MUD instead of just
- a text-based one. For more information, contact
- vexar@watserv.ucr.edu.
-
- For Amiga: modem or TCP/IP - AmigaBSXClient2_2.lha
- For PC: requires a modem - msclient.lzh AND x00v124.zip
- For X11: sources, version 3.2 - bsxclient3_8c.tar.Z
- For Sun4: binary - client.sparc.tar.Z
-
- Also available are programs to custom-draw your own graphics
- for a BSXMUD: - muddraw.tar.gz, bsxdraw.zoo
-
- ftp.lysator.liu.se:pub/lpmud/bsx
- ftp.math.okstate.edu:/pub/muds/BSXstuff
-
-
- _________________________________________________________________
-
- GLOSSARY OF CLIENT TERMS
-
- Auto-login
- Automatically logs into the game for you.
-
- Hiliting
- Allows boldface or other emphasis to be applied to some text.
- Often allowed on particular types of output (e.g. whispers), or
- particular players. "Regexp" means that UNIX-style regular
- expressions can be used to select text to hilite.
-
- Gag Allows some text to be suppressed. The choice of what to
- suppress is often similar to hiliting (players or regular
- expressions).
-
- Macros
- Allows new commands to be defined. How complex a macro can be
- varies greatly between clients; check the documentation for
- details.
-
- Logging
- Allows output from the MUD to be recorded in a file.
-
- Cyberportals
- Supports special MUD features which can automatically reconnect
- you to another MUD server.
-
- Screen Mode
- Supports some sort of screen mode (beyond just scrolling your
- output off the top of the screen) on some terminals. The exact
- support varies.
-
- Triggers
- Supports events which happen when certain actions on the MUD
- occur (e.g. waving when a player enters the room). (This can
- nearly always be trivially done on programmable clients, even
- if it isn't built in.)
-
- Programmable
- Supports some sort of client-local programming. Read the
- documentation.
-
-
-
- Some of these clients are more featured than others, and some require
- a fair degree of computer literacy. TinyTalk and TinyFugue are among
- the easiest to learn; Tcltt and VT are more professional. Caveat
- Emptor. Since many MUDders write their own clients, this list can
- never be complete. As above, ask around.
- _________________________________________________________________
-
- SERVER INFORMATION
-
- 2.6. What is a server?
-
- A server is a program which accepts connections, receives data, mulls
- it over, and sends out some output. In the MUD world, the server keeps
- track of the database, the current players, the rules, and sometimes
- the time (or the heartbeat). Servers are usually very large C
- programs which maintain a small-to-enormous database of the objects,
- rooms, players and miscellany of the MUD.
-
- 2.7. Where do I get servers?
-
- Below (see question 2.10)there is a list of different types of
- servers, complete with ftp sites on which they can be found. Be aware
- that this list is far from complete, as new servers pop up constantly,
- and the existing ones are still being developed.
-
- 2.8. What operating systems to servers run on?
-
- Most servers require some form of UNIX, be it BSD or SysV. A few
- servers are being ported to VMS nowadays, and there are a few which
- have versions for MS-DOS and Amigas.
-
- 2.9. Is there anything wrong with running a server?
-
- Because of their size and their constant computational activities,
- servers can be extremely CPU-intensive and can even be crippling to
- any other work done on that computer. Even if they're not
- CPU-intensive, most MUDs can take up a fair amount of disk space -
- anywhere from 10 to 90 megs, which could impact the other users on the
- machine. Do not ever run a MUD server on a machine illicitly or
- without express permission from the person responsible for the
- machine. Many universities and companies have strict policies about
- that sort of behavior which you don't want to cross.
-
- Of course, people who don't know any better start up illicit MUDs all
- the time. Apart from the possibility of losing all your work and
- energy to one press of a sysadmin's finger, there's no harm done to
- the player. But we must stress: running a MUD where you shouldn't can
- get you into a whole new world of hurt. Don't take the chance, it's
- not worth it.
-
- 2.10. What different servers are available?
-
- There are probably as many MUD server types as there are MUDs. Since
- everyone has their own opinions as to what MUDs should be like, and
- since the server source can be edited, most MUDs have site-specific
- fixtures in them. However, there are a few main protoMUDs (also called
- 'vanilla versions' because they haven't been 'flavored' yet). Note
- that this list is not complete, and that it may contain errors in fact
- or judgement, but is deemed pretty much right as of this writing.
- Corrections/additions to jds@math.okstate.edu are welcomed.
-
- There are essentially three groups of muds:
- * Combat-oriented MUDs (LP/Diku/etc)
- * TinyMUD and its direct descendants, aka social-oriented MUDs
- * Miscellaneous
-
- The majority of the muds in the miscellaneous category are not
- combat-oriented muds at all, and indeed many take after TinyMUD in
- most things. However, as these muds are not a direct derivative of the
- original TinyMUD code, I've stuck them in their own category. The
- authors listed for each server are very probably not the people
- currently working on that code. To find out who's currently in charge
- of the code, either ftp the latest version and look for a README file,
- or ask around.
-
- A note on the term combat-oriented: this generally means that combat
- is an inherent part of the culture of the mud. A flight-simulator
- could be called a combat-oriented game, just as truely as your typical
- shoot-em-up game could be. A social-oriented mud has a different
- focus, one dependent either on roleplaying social interactions (which
- MAY include combat!), or on not roleplaying at all, but merely talking
- with friends or other such benign things. It should be emphasized that
- simply because a given server is listed in the combat-oriented area,
- it does not necessarily follow that it must be a combat-oriented
- MUD. Most servers are fairly flexible, and can be used for social and
- combat uses alike, as well as for business and education.
-
- Detailed listings of the following servers are below. Directions for
- how to ftp and unarchive servers can be found at the end of this FAQ.
-
- Combat-Oriented MUDs
- MUD, AberMUD, LPMUD, DGD, DikuMUD, KMUD, YAMA, UriMUD, Ogham,
- CircleMUD, AmigaMUD
-
- Social-Oriented MUDs
- TinyMUD, TinyMUCK v1.*, TinyMUSH, TinyMUCK v2.*, TinyMUSE,
- TinyMAGE, MUG, TeenyMUD
-
- Misc MUDs
- UberMUD, MOO, LambdaMOO, SMUG, UnterMUD
-
-
- _________________________________________________________________
-
- Combat-Oriented MUDs
-
- MUD The original, by Richard Bartle and Roy Trubshaw, written back
- in 1978. An advanced version of MUD2 is now running on
- CompuServe under the name of "British Legends". A MUD2 can be
- found running at mud.almac.co.uk. Source generally not
- available.
-
- AberMUD
- One of the first adventure-based MUDs. Players cannot build. In
- later versions, a class system was added, and wizards can build
- onto the database. It's named after the university at which it
- was written, Aberystwyth. Latest version is 5.21.5. Supports
- all the usual in combat game design, including BSX graphics and
- MudWHO. Not too big, and it will run under BSD and SYSV. Amiga
- TCP/IP support now included.
- Author, contact address, and mailing list address is
- A.Cox@swan.ac.uk.
-
- sunacm.swan.ac.uk:/pub/misc/AberMUD5/SOURCE
-
- LPMUD The most popular combat-oriented MUD. Players cannot build. Be
- warned, though: LPMUD servers version 3.* themselves are very
- generic - all of the universe rules and so forth are written in
- a separate module, called the mudlib. Most LPMUDs running are
- written to be some sort of combat system, which is why I've
- classified them here, but they don't have to be! Wizards can
- build onto the database, by means of an object-oriented C-like
- internal language called LP-C. It's named after its primary
- author, Lars Pensj|. Latest version is 3.2, aka Amylaar. Fairly
- stable, and size varies from medium to large. Driver (server)
- versions seem to have split into several main variants, not
- counting possible mudlibs (databases) available. Amylaar, CD,
- and MudOS are the current favorites. For further information,
- email to amylaar@meolyon.hanse.de.
- There is a port of 3.1.2 for Amigas, called amud, now included
- in LPMUD v3.2. For further information email to
- mateese@ibr.cs.tu-bs.de.
- See the rec.games.mud.lp FAQ for more info.
-
- ftp.lysator.liu.se:/pub/lpmud
- ftp.cd.chalmers.se:/pub/lpmud/cdlib
- ftp.tu-bs.de:/pub/games/lpmud
- ftp.ccs.neu.edu:/pub/mud/drivers/mudos
-
- There is a port of 3.1.2 for MSDOS, that requires at least a
- '386 to run. It accepts connections from serial ports.
-
- ftp.ccs.neu.edu:/pub/mud/drivers/lpmud/msdos
-
- DGD A reimplementation from scratch of the LPMUD server. It is
- disk-based, and thus uses less memory. It's also smaller and
- lacks many of the featuers of the other LPMUD servers, though
- it is capable of simulating most of those features in LPC.
- There is no mudlib specifically for DGD yet, although there are
- some MUDs that use DGD to simulate an LP variant. The name
- stands for Dworkin's Game Driver. Mostly stable. Has been
- ported to Atari ST and Commodore Amiga.
-
- ftp.lysator.liu.se:/pub/lpmud/drivers/dgd
-
- DikuMUD
- Newer than LPMud, and gaining in popularity. Almost identical
- from the players' point of view. Uses a guild system instead of
- a straight class system. Wizards can add on to the database,
- but there is no programming language, as in LP. It's named
- after the university at which it was written, Datalogisk
- Institut Koebenhavns Universitet (Dept. of Datalogy, University
- of Copenhagen).
-
- coyote.cs.wmich.edu:/pub/Games/DikuMUD
-
- KMUD Still under development. KMUD is similar to LPMUD in feel, but
- only runs on PCs. It does have some on-line building commands.
- It accepts connections from serial ports (requires a FOSSIL
- driver), and through TCP/IP telnet protocol.
-
- NO KNOWN SITE
-
- YAMA PC mud writing system, using waterloo wattcp. Runs on a 640K
- PC/XT or better. Runs best with about a 1Mb ram disk, but is
- fine without. A separate windows version (yamaw) runs under
- windows and allows you to run a mud on a 286 or higher without
- taking over the machine.
-
- sunacm.swan.ac.uk:/pub/misc/YAMA
-
- UriMUD
- Developed from an LPMud2.4.5, the code structure is very
- similar. Features include better speed, flexibility, stronger
- LPC, and the ability to handle multiple mudlibs under one
- parser. Latest version is 2.5.
-
- ftp.netcom.com:/pub/urimud
-
- Ogham From the players' point of view, similar to LPMUD. No
- programming language or database, as mud compiles to a single
- binary executable.
-
- ftp.ccs.neu.edu:/pub/mud/servers/ogham
- ftp.math.okstate.edu:/pub/muds/servers
-
- CircleMUD
- Derivative of DikuMUD Gamma v0.0. Developed by Jeremy Elson
- (jelson@cs.jhu.edu). Less buggy and tighter code all in all.
- Latest version is 2.20. Also see URL
- http://www.cs.jhu.edu/other/jelson/circle.html
-
- ftp.cs.jhu.edu:/pub/CircleMUD
- sunsite.unc.edu:/pub/Linux/games/muds
- ftp.math.okstate.edu:/pub/muds/servers
-
- AmigaMUD
- Written by scratch for Commodore Amiga computers. Includes
- custom client which supports graphics and sound. Disk based,
- fast programming language, standard scenario including built-in
- mail and bboards. Obtained from the Aminet ftp sites.
-
- ftp.wustl.edu:/pub/aminet/game/role/AMClnt.lha, AMSrv.lha
-
-
- _________________________________________________________________
-
- TinyMUD-style MUDs
-
- TinyMUD
- The first, and archetypical, socially-oriented MUD. It was
- inspired by and looks like the old VMS game Monster, by Rich
- Skrenta. Players can explore and build, with the basic @dig,
- @create, @open, @link, @unlink, @lock commands. Players cannot
- teleport, and couldn't use @chown or set things DARK until
- later versions. Recycling didn't exist till the later versions,
- either. It's called 'Tiny' because it is - compared to the
- combat-oriented MUDs. Original code written by Jim Aspnes. Last
- known version is 1.5.5. Not terribly big, and quite stable.
-
- ftp.math.okstate.edu:/pub/muds/servers
- primerd.prime.com:/pub/games/mud/tinymud
-
- There is a PC port of TinyMUD, along with some extra code. It
- accepts connections from serial ports.
-
- ftp.tcp.com:/pub/mud/TinyMUD
-
- There is a modified version of TinyMUD called PRISM, that works
- for PCs, Atari STs, and most Unixes. It also comes with a
- internal BSX client for MSDOS.
-
- lister.cc.ic.ac.uk:/pub/prism
-
- TinyMUCK v1.*
- The first derivative from TinyMUD. Identical to TinyMUD, except
- that it added the concept of moveable exits, called @actions.
- Also introduced the JUMP_OK flag, which allows players to use
- @teleport, and @recycle, which TinyMUD later added. Its name,
- MUCK, is derived from MUD, and means nothing in particular.
- Original code written by Stephen White. Latest stable verion is
- 1.2.c&r, which brought TinyMUCKv1 up to date with later TinyMUD
- things. Not terribly big.
-
- ftp.math.okstate.edu:/pub/muds/servers
-
- TinyMUSH
- The second derivative from TinyMUD. Also identical to TinyMUD,
- with the addition of a very primitive script-like language.
- Introduced JUMP_OK like TinyMUCK, and has recycling, except it
- is called @destroy. Also introduced the concept of PUPPETs, and
- other objects that can listen. In later versions the script
- language was extended greatly, adding math functions and many
- database functions. In the latest version, 2.0.*, it's gone to
- a disk-basing system as well. Its name, MUSH, stands for
- Multi-User Shared Hallucination. Original code written by Larry
- Foard. The latest non- disk-based version is PennMUSH1.50p10,
- which is quite similar to 2.0 from the user's point of view.
- Both the disk-based version and the non-disk-based version are
- being developed at the same time. TinyMUSH is more efficient in
- some ways than TinyMUD, but winds up being larger because of
- programmed objects. Version 2.0 in general uses less memory but
- a great deal more disk space. 2.0 may also be able to be run
- under VMS, as well as both BSD and SysV UNIX. Most recent
- version is 2.0.10p6.
-
- caisr2.caisr.cwru.edu:/pub/mush
- ftp.cis.upenn.edu:/pub/lwl
- primerd.prime.com:/pub/games/mud/tinymush
- ftp.tcp.com:/pub/mud/TinyMUSH
-
- TinyMUCK v2.*
- TinyMUCKv1.* with a programming language added. The language,
- MUF (multiple user forth), is only accessible to people with
- the MUCKER flag. Changed the rules of the JUMP_OK flag
- somewhat, to where it's nice and confusing now. MUF is very
- powerful, and can do just about anything a wizard can. Original
- version 2.* code written by Lachesis. Latest version is 2.3b,
- with several varieties (FBMUCK and DaemonMUCK 0.14 the most
- common). The name doesn't mean anything. Can be quite large,
- especially with many programs. Mostly stable.
-
- ftp.tcp.com:/pub/mud/TinyMUCK
-
- TinyMUSE
- A derivative of TinyMUSH. Many more script-language extensions
- and flags. Reintroduced a class system, a-la combat-oriented
- MUDs. The name stands for Multi-User Simulation Environment.
- Latest version is 1.7b4. Not very stable.
-
- mcmuse.mc.maricopa.edu:/muse/server
- caisr2.caisr.cwru.edu:/pub/mush/muse
-
- TinyMAGE
- The bastard son of TinyMUSH and TinyMUCK. It combines some of
- MUSH's concepts (such as puppets, @adesc/@asucc, several
- programming functions, and a few flags) with TinyMUCK2.x.
- Interesting idea, really busted code. The name doesn't mean
- anything. Latest version is 1.1.2.
-
- ftp.tcp.com:/pub/mud/TinyMAGE
-
- MUG Derivative of TinyMUD 1.4.1. It's name stands for Multi-User
- Game. Powerful but awkward programming language, which is an
- extension of the user language; primitive notion of Puppets;
- inheritance; sane variable/property matching; arrays and
- dictionaries in hardcode. Somewhat non-standard and buggy in a
- few places.
-
- Requires gcc.2.4.5 or greater (or other good C++ compiler) to
- compile. Available by e-mail from wizard@cs.man.ac.uk;
- development site is UglyMUG (wyrm.cs.man.ac.uk 6239).
-
- TeenyMUD
- A TinyMUD clone, written from scratch. Its main feature is that
- it is disk based. Original code written by Andrew Molitor.
- Latest version is 1.3. Very small, and mostly stable.
-
- fido.econ.arizona.edu:/pub/teeny
-
-
- _________________________________________________________________
-
- Miscellaneous
-
- UberMUD
- The first MUD where the universe rules are written totally in
- the internal programming language, U. The language is very
- C/pascal-like. The permissions system is tricky, and writing up
- every universe rule (commands and all) without having big
- security holes is a pain. But it's one of the most flexible
- muds in existance. Great for writing up neat toys. It's also
- disk-based. Original code written by Marcus J Ranum. Latest
- version is 1.13. Small in memory, but can eat up disk space.
- Quite stable.
-
- decuac.dec.com:/pub/mud
- ftp.white.toronto.edu:/pub/muds/uber
- ftp.math.okstate.edu:/pub/muds/servers
-
- MOO An Object-Oriented MUD. Unfortunately, the first few versions
- weren't fully object oriented. Later versions fixed that
- problem. There is a C-like internal programming language, and
- it can be a bit tricky. Original code written by Stephen White.
- Last version is 2.0a.
-
- NO KNOWN SITE
-
- LambdaMOO
- An offshoot of MOO. Added more functionality, many new
- features, and a great deal more stability, in a general rewrite
- of the code. This is the only version of MOO that is still
- being developed, by Pavel Curtis. Latest version is 1.7.7.
-
- parcftp.xerox.com:/pub/MOO
-
- SMUG Also known as TinyMUD v2.0. It has an internal programming
- language, and it does have some inheritance. Surprisingly
- similar to MOO in some ways. SMUG stands for Small Multi User
- Game. Original code written by Jim Aspnes.
-
- ftp.tcp.com:/pub/mud/Smug
-
- UnterMUD
- A network-oriented MUD. It's disk-based, with a variety of db
- layers to choose from. An UnterMUD can connect directly to
- other UnterMUDs, and players can carry stuff with them when
- they tour the Unterverse. This can be a bit baffling to a new
- user, admittedly, but those people already familiar with the
- old cyberportals and how they work (invented way back with the
- original TinyMUD) will adjust to the new real cyberportals
- easily. There is both a primitive scripting language and much
- of the U language from UberMUD built in, as well as a combat
- system that can be compiled in if wanted. The parsing can be a
- bit odd, especially if you're used to the TinyMUD-style parser.
- Unter is also the only MUD that can run under BSD Unix, SysVr4
- Unix, and VMS with MultiNet networking, with little to no
- hacking. Original code written by Marcus J Ranum.
- Latest version is 2.1. Small in memory, but can eat up a lot of
- disk space.
-
- ftp.math.okstate.edu:/pub/muds/servers
- decuac.dec.com:/pub/mud
- ftp.tcp.com:pub/mud/UnterMUD
-
- Note: just because we say something's available doesn't mean we have
- it. Please don't ask us; ask around for ftp sites that might have
- them, or try looking on ftp.tcp.com or ftp.math.okstate.edu.
-
-
- _________________________________________________________________
-
- GENERAL INFORMATION
-
- 2.11. What do I do if my client/server won't compile?
-
- Your first best bet is to check out the documentation and see if
- someone is listed as 'supporting' (i.e. generally responsible for) the
- program. If they are, send them a short, well-written e-mail note
- explaining your hardware and software completely as well as a
- transcript of the error. Do not post to the internet unless all other
- realistic options have been considered and taken -- generally
- speaking, most readers will not be interested in your dilemma and may
- get upset that you're wasting their time. Since MUDs have probably
- been compiled on every single platform since the Cyber 3000, there's a
- good chance that asking around the subculture will get you the answers
- you crave. Do not mail me. I probably won't know.
-
- 2.12. Should I read the documentation of whatever client or server I
- select?
-
- Yes.
-
- 2.13. What is FTP, and how do I use it?
-
- FTP stands for File Transfer Protocol, and is a way of copying files
- between networked computers. The best way to learn about ftp is to get
- the FTP FAQ, by emailing mail-server@rtfm.mit.edu with
-
- send usenet/news.answers/ftp-list/faq
-
- in the body of the message.
-
- Not all ftps are alike, but here's a sample session:
-
- % ftp ftp.math.okstate.edu
- Connected to ftp.math.okstate.edu.
- 220 ftp.math.okstate.edu FTP server (SunOS 4.1) ready.
- Name (ftp.math.okstate.edu:jds): ftp <-- use 'ftp' as your login
- 331 Guest login ok, send ident as password.
- Password: <-- use your email addr as pwd
- 230 Guest login ok, access restrictions apply.
- ftp> cd pub/muds/clients <-- how to change directories
- 250 CWD command successful.
- ftp> dir <-- ls also works
- 200 PORT command successful.
- 150 ASCII data connection for /bin/ls (139.78.112.6,4011) (0 bytes).
- total 2310
- -rw-r--r-- 1 4002 4002 34340 Feb 6 1992 amigaclient.lzh
- ...etc etc...
- -rw-r--r-- 1 4002 4002 43093 Dec 13 1991 tinytalk.117.shar.Z
- 226 ASCII Transfer complete.
- 2631 bytes received in 0.7 seconds (3.6 Kbytes/s)
- ftp> bin <-- VERY IMPORTANT! binary transfers
- 200 Type set to I.
- ftp> get tinytalk.117.shar.Z <-- get filename
- 200 PORT command successful.
- 150 ASCII data connection for tinytalk.117.shar.Z (139.78.112.6,4012) (43093
- bytes).
- 226 ASCII Transfer complete.
- local: tinytalk.117.shar.Z remote: tinytalk.117.shar.Z
- 43336 bytes received in 0.28 seconds (1.5e+02 Kbytes/s)
- ftp> bye <-- how to quit ftp
- 221 Goodbye.
- %
-
- Now that you've successfully ftped a file, you must unarchive it.
- There are many ways of archiving files; so many that they couldn't
- possibly all be listed here. In general, though, if a file ends in:
-
- .Z uncompress filename
-
- .z gunzip filename
-
- .gz gunzip filename
-
- .tar tar -xvf filename
-
- .shar sh filename
-
- .zip unzip filename
-
- Generally, once you've unarchived your client or server, you must
- still compile it. This varies widely depending on the system you're on
- and the particular client or server. Your best bet is to look for a
- README or INSTALLATION file or something equally obvious, and then if
- you're still unsure, ask someone locally to help you out.
- _________________________________________________________________
-
- This posting has been generated as a public service. If you have any
- suggestions, questions, additions, comments or criticisms concerning
- this posting, contact Jennifer Smith, aka Moira
- (jds@math.okstate.edu). Other Frequently Asked Questions (FAQ)
- postings contain information on MUDs, MUDding, and RWHO. While these
- items aren't necessary, they are quite useful. I'd also like to
- thank cthonics (felixg@coop.com) for his help in writing these FAQs,
- IronThoughts and Tarrant for their help, and everyone else for
- helpful comments and suggestions. Last but not least, a special
- thanks goes out to Richard Bartle, for getting MUDs started in the
- first place.
-
- The most recent versions of these FAQs are archived on
- ftp.math.okstate.edu in pub/muds/misc/mud-faq, plus on rtfm.mit.edu
- in the news.answers archives. HTML-ized versions are available at
- URL http://math.okstate.edu/~jds/mudfaqs.html. Have fun! - Moira
-
-
- _________________________________________________________________
-
- Jennifer Smith / jds@math.okstate.edu
- --
- Jennifer Smith
- jds@math.okstate.edu
- On MUDs: Moira, Jasra, etc. | But still I fear and still
- Here, have a clue. Take two, they're small. | I dare not Laugh at the Madman.
- Archive-name: games/mud-faq/part3
-
- FREQUENTLY ASKED QUESTIONS: BASIC INFORMATION ON RWHO AND MUDWHO
-
- This is part 3 in a 3 part series of FAQs.
-
- $Id: mudfaq-p3.html,v 1.1 1994/10/02 20:28:25 jds Exp jds $
-
- Table of Contents
-
- * 3.1. What is RWHO?
- * 3.2. How Does It All Work?
- * 3.3. Where Can I Get This Stuff?
- * 3.4. Where Are Some RWHO Servers?
-
- RWHO AND MUDWHO
-
- 3.1. What is RWHO?
-
- RWHO stands for Remote WHO. It's a way of getting a WHO list from a
- MUD, without even having to connect to that MUD at all. Anyone can get
- this output from a RWHO server (an mwhod), by using straight telnet
- to connect to a certain port (6889), or by using the client program
- mudwho. RWHO servers talk to other mwhods, passing information
- around, and are talked to directly by some MUDs, receiving information
- from them.
-
- Any one mwhod keeps track of several MUDs, plus storing information
- passed it from other mwhods. Only MUDs that have the RWHO routines
- compiled in will be able to send their WHO list info to a mwhod.
- UnterMUDs have this capability built in; other MUDs have to have the
- routines installed first. The RWHO routines have been installed into
- TinyMUSH, TinyMUCK, LPMUD, DikuMUD, and AberMUD, without encountering
- any difficulty.
-
- 3.2. How Does It All Work?
-
- mwhod is the RWHO server that runs on a particular host and keeps a
- list of known MUDs. It is initially primed with a list of "trusted"
- MUDs and passwords used for authentication, and will accept
- information about who is logged into those MUDs. The server also has a
- notion of a "peer" server, which can transfer it (occasionally) a copy
- of all of its list of who is logged on, and where. The idea is that
- the whole MUDding community could probably be served pretty well by
- about 5 peer mwhods that kept each other up to date about what each
- one is seeing.
-
- Communication between mwhods (and server updates sent to mwhods) is
- done with UDP datagrams, since they're fast, nonblocking, and
- throw-away. (RWHO information is considered to be interesting but not
- vital information, if you get my drift). Each MUD server only sends
- updates to a single mwhod, which may then propagate that information
- to its peers. This is done within the MUD server as follows:
- * whenever the server boots, it sends a "hi there" packet to the
- mwhod, telling it that it's up and running.
- * whenever a player connects, it sends a "so and so is here" packet
- to the mwhod, telling it that the user has connected.
- * whenever a player disconnects, it sends a "so and so left" packet
- to the mwhod, telling it to delete the entry.
- * every so often ("so often" being defined as a time agreed upon by
- the mwhod's owner, and the MUD's wizard, usually every 5 minutes
- or so) the MUD sends a "hi there" packet and a complete list of
- everyone that is on, just to refresh the mwhod's idea of who is
- logged into that MUD.
-
- If a user connects to a specific port (6889) of a host machine running
- an mwhod they are given a formatted dump of the mwhod's current table
- of MUDs and players, and then disconnected. mudwho is a simple
- little program that contacts an mwhod and downloads this information.
- Ideally, the functionality of mudwho would be built into a player's
- client software, for ease of use. Two handy options can be used by
- mudwho, if the netlag to the mwhod server isn't too bad. The
- options are -u <username>, and -m <mudname>. If received before
- the timeout, the mwhod will then only dump WHO list information for
- the specified player or MUD.
-
- The mwhod does some clever stuff as far as eventually timing
- information about of its tables - for example, if it hears absolutely
- nothing from a MUD for a certain amount of time, it will mark the MUD
- as down. Player entries are expired similarly. The design is based on
- the idea that we'll use UDP to just fling information out and hope it
- sticks, and then let the recipient clean it up, rather than to develop
- a more complex protocol based on TCPs and timeouts. To prevent a
- packet circular send situation, each entry that is sent is given a
- "generation" number, which is incremented by one each time it is
- forwarded along. In this manner, a MUD server might send a "so and so
- is here" (generation zero) to its local mwhod. The local mwhod will
- eventually send a copy to any peers it may have (generation one), and
- so forth. Part of the initial table that an mwhod uses to establish
- what peers it trusts contains a generation value, and it will neither
- accept nor propagate information to a specific peer that is of a
- higher generation value. This way, a "tree" of servers could
- theoretically be constructed, with the highest level one having a
- total view of a large MudIverse.
-
- 3.3. Where Can I Get This Stuff?
-
- The client program mudwho can be ftp'd from ftp.math.okstate.edu, in
- /pub/muds/clients/misc. The shar file contains both mudwho.c and a
- README file, listing a few mwhod sites. The plain mudwho.c file can be
- found at decuac.dec.com.
-
- The RWHO routines can be ftp'd from decuac.dec.com, in pub/mud.
- Included is a HOW_TO file, which describes how to plug the routines
- into a MUD server, and also where to ask for a mwhod to use.
-
- The mwhod program itself can also be found on decuac, but there is
- currently little need for another one running in the USA, except
- perhaps as a backup. There is, however, only one running in all of
- Europe, and further expansion may need to be made in that area.
-
- 3.4. Where Are Some RWHO Servers?
-
- Currently, all of these servers talk to each other, so what one knows,
- the rest will know. At any one time, there's an average of 20 muds, of
- various types, talking to mwhods.
- * Site: riemann.math.okstate.edu
- IP: 139.78.112.4
- Port: 6889
- Admin: jds@math.okstate.edu
- * Site: nova.tat.physik.uni-tuebingen.de
- IP: 134.2.62.161
- Port: 6889
- Admin: gamesmgr@taurus.tat.physik.uni-tuebingen.de
-
-
- _________________________________________________________________
-
- This posting has been generated as a public service. If you have any
- suggestions, questions, additions, comments or criticisms concerning
- this posting, contact Jennifer Smith, aka Moira
- (jds@math.okstate.edu). Other Frequently Asked Questions (FAQ)
- postings contain information dealing with MUDs, MUDding, clients,
- servers, and FTP sites. While these items aren't necessary, they are
- quite useful. I'd also like to thank Marcus J Ranum (mjr@tis.com)
- for writing such a wonderful program (and decent docs), and everyone
- else for helpful comments and suggestions.
-
- The most recent versions of these FAQs are archived on
- ftp.math.okstate.edu in pub/muds/misc/mud-faq, plus on rtfm.mit.edu
- in the news.answers archives. HTML-ized versions are available at
- URL http://math.okstate.edu/~jds/mudfaqs.html. Have fun! - Moira
-
-
- _________________________________________________________________
-
- Jennifer Smith / jds@math.okstate.edu
- --
- Jennifer Smith
- jds@math.okstate.edu
- On MUDs: Moira, Jasra, etc. | But still I fear and still
- Here, have a clue. Take two, they're small. | I dare not Laugh at the Madman.
-