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|    SYNC_PROGRAMMING    |    Synchronet/Baja/XSDK Programming    |    49,116 messages    |
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|    Message 48,898 of 49,116    |
|    Rob Swindell (on Debian Linux) to Git commit to main/sbbs/master    |
|    xtrn/utopia/utopia.js    |
|    02 Feb 26 18:27:49    |
      TZUTC: -0800       MSGID: 54333.syncprog@1:103/705 2de76762       PID: Synchronet 3.21b-Linux master/5c73d262c Jan 21 2026 GCC 12.2.0       TID: SBBSecho 3.36-Linux master/e7d0a354a Feb 02 2026 GCC 12.2.0       BBSID: VERT       CHRS: ASCII 1       FORMAT: flowed       https://gitlab.synchro.net/main/sbbs/-/commit/992aa9015714bef6df405c48       Modified Files:        xtrn/utopia/utopia.js       Log Message:       Better randomly-generated land masses              The "rough edges" were not distributed evenly, the odds of getting a half       block that boardered water on the north was much less than on the south edge       of the map. This meant that land masses tended to be "flat tops". The switch       case fall-through logic was a bit flawed.              Added a shaded "rocks" block to the randomly-gen'd maps. I played with adding       even more rock shades but the results were just messier (to my eyes).              The map editor can add shaded blocks to maps with the '\' key. ANSI Artists,       do your thing, please!       --- SBBSecho 3.36-Linux        * Origin: Vertrauen - [vert/cvs/bbs].synchro.net (1:103/705)       SEEN-BY: 10/0 1 102/401 103/705 105/81 106/201 124/5016 128/187 129/14       SEEN-BY: 153/7715 154/110 214/22 218/0 1 215 700 810 226/30 227/114       SEEN-BY: 229/110 134 206 317 400 426 428 470 700 705 266/512 280/464       SEEN-BY: 291/111 301/1 320/219 322/757 342/200 396/45 460/58 633/280       SEEN-BY: 712/848 902/26 5075/35       PATH: 103/705 218/700 229/426           |
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