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Land Of Devastation
By Scott M. Baker
Version 3.70
Files Included
--------------
Below is a listing of all files contained within the Land Of
Devastation distribution archives. As you can see, the files are split
into FIVE separate archives. The file LODFILES.TXT contains information
on which archives you need, what they are for, etc. I recommend READING
THIS FILE.
Archive LODxxxA.ARJ - Land Of Devastation Docs & Install info [REQUIRED]
LODFILES.TXT - LOD packaging information
LODQUICK.DOC - A quick description of what LOD is about
USERDOC.TXT - User documentation
SYSOP.DOC - Sysop documentation
NEWSLETT.TXT - Newsletter data file
REGLIST.TXT - List of registered users
DOCVIEW.EXE - Documentation/Newsletter view/extract utility
AUTHENTI.LOD - Authenticity Verification - do not delete
Archive LODxxxB.ARJ - Land Of Devastation main program disk [REQUIRED]
LODFILES.TXT - LOD packaging information
GAME.EXE - Executable file for TEXT version of LOD
GAME.OVR - Overlay file for TEXT version of LOD
GAME.CTL - Control file for setting up LOD
REGISTER.FRM - Registration form
ANSI.DEF - Library containing ansi graphics pictures
MISC.DEF - Miscellaneous game parameters
MAP.DEF - Main map file
TERRAIN.DEF - Definitions for the various terrain types
DEVICES.DEF - Definitions of all items in the game (weapons,armor, etc)
GAME.DEF - Master game definition file [Compiled - don't edit]
TRIVIA.DEF - Definitions of trivia questions (encrypted)
LODLOK.TXT - Explains to multinode users than another use is online.
REGISTER.EXE - Registration code utility
GAMEEDIT.EXE - Sysop player editing tool
Archive LODxxxC.ARJ - Land Of Devastation EGA version disk [OPTIONAL]
LODFILES.TXT - LOD packaging information
GTSTRS.DEF - String definitions used by graphical display
GMAPEDIT.EXE - Graphical (EGA) map editor
GAMEEGA.EXE - Executable file for EGA version of LOD
GAMEEGA.OVR - Overlay file for EGA version of LOD
RESOURCE.000 - Main EGA graphics library for GAMEEGA.EXE
Archive LODxxxD.ARJ - Land Of Devastation additional EGA pics [OPTIONAL]
LODFILES.TXT - LOD packaging information
RESOURCE.002 - Secondary [optional] EGA graphics file for GAMEEGA.EXE
PICTURES.IDX - Listing of user-submitted pictures in RESOURCE.002
Archive LODxxxE.ARJ - Sysop Customization Package [OPTIONAL]
LODFILES.TXT - LOD packaging information
CUSTOM.DOC - Customization documentation
NEHELP.HLP - Context Sensitive help file for NEWLODED.EXE.
ANSIPUT.EXE - Utility to manipulate ANSI.DEF.
PROGRAMR.ARJ - Archive containing data types for programmers
TSAMP1.TXT - Sample trivia file
TRIVCOMP.EXE - Trivia compiler utility
COMPILE.EXE - Used to compile STRINGS.TXT,MONSTERS.TXT,etc into GAME.DEF
CUSTOM.EXE - Custom game editing tool
STANDARD.ARJ - Contains text files for the standard LOD data set
STRINGS.TXT - ASCII most strings used in game [Edit w/ any text editor]
MONSTER.TXT - ASCII monsters [Edit w/ any text editor]
TALK.TXT - ASCII dialog from taverns [Edit w/ any text editor]
COMBAT.TXT - ASCII combat strings [Edit w/ any text editor]
TROYINFO.TXT - ASCII troy's ionfo rom [Edit w/ any text editor]
TRELLNOT.TXT - ASCII Trell's note [Edit w/ any text editor]
HISTORY.TXT - ASCII History text rom [Edit w/ any text editor]
TAVERN.TXT - ASCII Who is in which tavern [Edit w/ any text editor]
MISC.BIN - Miscellaneous game parameters [Use CUSTOM.EXE]
MAIN.MAP - Main map file [Use CUSTOM.EXE]
TERRAIN.BIN - The various terrain types [Use CUSTOM.EXE]
DEVICES.BIN - Definitions of all items [Use CUSTOM.EXE]
Archive LODxxxF.ARJ - Sound support
LODFILES.TXT - LOD packaging information
ACCURSED.MOD - Music file
DEATH MOD - Music file
ETERNAL MOD - Music file
FATE MOD - Music file
MYSTERY2 MOD - Music file
TALAMASC MOD - Music file
WITCHING MOD - Music file
Files created by LOD upon initialization
USERS.DAT - Master players file
OBJECTS.DAT - Objects left laying around on the wasteland
BASES.DAT - Fortress data file
LOG.DAT - Log of what happens in the game
USERIDX.DAT - User file quick index
CLONES.DAT - File containing clone information
CASSTATS.DAT - Casino statistics data file
PURITRON.DAT - Puritron data file
TEAMS.DAT - Team information
DAYSTATS.DAT - Current day game statistics
*.NTS - Contains users notes taken during play
MSGIDX.DAT - Message base index file
MSGBDY.DAT - Message base body file
MREPORT.TXT - Maintenance report (created when maint is run)
LODERROR.LOG - Log of critical runtime errors
Other notable files
NEWDOOR.IDX - Old style message base - obsolete - may be deleted
NEWDOOR.BDY - Old style message base - obsolete - may be deleted
MONSTER.DEF - Old .def file - may be deleted
TALK.DEF - Old .def file - may be deleted
COMBAT.DEF - Old .def file - may be deleted
[Note: I recommend reading LODFILES.TXT for a better understanding of what
each distribution archive is for.]
Installation
------------
I) Create a directory for the game (example: "MD \LOD")
II) Unzip the required archives into that directory. You have three
options:
a) Unzip LODxxxA.ARJ and LODxxxB.ARJ for the TEXT* version
of LOD.
b) Unzip LODxxxA.ARJ, LODxxxB.ARJ, and LODxxxC.ARJ for the
EGA version of LOD with partial graphics.
c) Unzip LODxxxA.ARJ, LODxxxB.ARJ, LODxxxC.ARJ, and LODxxxD.ARJ
for the EGA version of LOD with FULL graphics.
* Note: Even if you use the TEXT version of LOD, your users
may still get EGA graphics using GTERM. Also, if you use
the EGA version of LOD, your users are not _required_
to use GTERM. (i.e. using EGA on one side does not require
using EGA on the other)
d) If you want to install the sysop customization package
(which includes editors and sysop utilities), then unzip
LODxxxE.ARJ as well.
e) If you want to use the audio support, then unzip LODxxxF.ARJ
too.
III) Edit the control file (GAME.CTL) for your bbs software, user name,
etc. The control file should be self-explanatory.
IV) Install the door into your bbs software (see bbs software for more
information)
If you want to use the EGA version of LOD, you should activate
GAMEEGA.EXE. If you want to use the TEXT version of LOD, you should
activate GAME.EXE
General Information
-------------------
LOD is designed to be as configurable as possible. It is my intent to
make LOD a sort of "role playing construction set", allowing sysops (or
game designers) to create whatever type of world they wish. Information
on customizing LOD is contained in the LODxxxE.ARJ file.
Of course, by default, LOD is distributed with a completely functional
plot and endgame for sysops who do not wish to spend the time in customizing
the game.
Most of the ANSI artwork (contained in ANSI.DEF) was drawn by Shane
Chambers. Shane's remarkable work has helped much by adding nice pictures
for most of the inventory items. So far we have about half of the images
drawn.
Also, most of the EGA pictures used by GAMEEGA/GTERM were designed
by Shane Chambers. Since I released the formats, several other artists
have come forward and are now submitting artwork. The names of those
who contribute significant amounts of images will be added to the credits
section in this document.
Local Mode
----------
"Game/L" will get you there.
Glossary
--------
Here's the definitions of a few terms that I will be using quite
frequently in this document.
Baud - The speed at which the user is calling.
DORINFOx.DEF - Common drop file used by a variety of bbs programs. It is
the most extensively tested drop file format in LOD, and
therefore, the most reliable.
Drop File - The file that is created by the bbs program when it goes to
execute the door. It contains the baud rate, com port,
name of the user online, etc. Common drop files are
DORINFO.DEF, DOOR.SYS, PCBOARD.SYS, EXITINFO.DAT, etc.
EGA - "Enhanced Graphics Adapter". The graphics standard that GAMEEGA
and GTERM use. Most modern video adapters (VGA, SVGA, etc)
also support the EGA modes.
EMS - "Expanded Memory Specification". If your machine has over 1
megabyte of memory, then you may have some available. LOD can
utilize EMS to improve game performance and reduce conventional
memory requirements.
Locked Baud - In order to get the most efficiency out of a high speed
error correcting modem (9600 baud or above), then you may
lock the baud rate to a speed higher than what the caller
is actually using. By locking the baud to 38,400, the
modem can actually compress the data that is being sent
and achieve a baud rate much higher than the actual
transmission rate. Please see the section on high speed/
locked bauds below.
LOD - "Land Of Devastation", the name of the game you are trying to
install!
MOD - A commonly used music file format. Most MOD songs are high
quality four voice with digital effects. Land Of Devastation
uses MODs for it's music.
Maint - Maintenance mode. LOD must perform maintenance once per day to
do various things with it's data files. See the section below
on maintenance.
Multinode - A bbs system with either more than one computer attached
or using a multi tasker (desqview, windows) that allows
more than one person to call at a time.
Node - Refers to a member of a multinode system.
Overlay - A file included with LOD (either GAME.OVR or GAMEEGA.OVR)
which is used to keep portions of the program on disk to
reduce memory requirements. It is all automatic and you should
not need to worry about it.
Sound Blaster - A common sound card that is installed in many computers.
The Sound Blaster card is produced by Creative Labs and
includes support for both music and digital voice
effects. Several other cards are available that are
"compatible" with the Sound Blaster standard, such
as the Thunderboard and the Pro Audio Spectrum.
Maintenance
-----------
By default, LOD will perform the maintenance automatically when a user
logs on each morning. Therefore, there is no need to use the /M option
at all. This will work perfectly for most sysops.
However, if for some reason you want to control the maintenance
manually, then you can enable the "NOAUTOMAINT" option in the control
file (game.ctl). Then you will have to run LOD with the /M option once
each day. (i.e. GAME /M or GAMEEGA /M)
EGA Graphics Version
--------------------
If you have EGA or VGA graphics capabilities, you can use the GAMEEGA.EXE
version of the game rather than the GAME.EXE version. GAMEEGA is designed
with support in for the EGA display. However, this version does require
more free memory than the other version. If so, you may have to resort to
using GAME.EXE instead.
EMS Usage
---------
Since LOD requires so much memory, I decided to add some support in for
EMS (Expanded Memory Specification). EMS is available on most newer
computers either through add-in boards or it is supplied on the motherboard.
For 386 machines, EMS can always be provided by using QEMM by Quarterdeck.
Well, this isn't a tutorial on EMS, so let's get on with the LOD
particulars!
To use EMS support, you must 1) Have EMS memory installed (Of course!),
2) Have at least 64k of EMS memory available, and 3) Use the "/EMS" command
line switch.
Again, to enable LOD's EMS support, use the "/EMS" switch. For
example, "GAMEEGA /L /EMS" would bring the game up in local mode using
EMS memory.
Once EMS is enabled, LOD will throw some variables up there to save
some of it's RAM requirements. This amounts to around 64k for the non-EGA
(i.e. GAME.EXE) version of LOD and 150k for the EGA (i.e. GAMEEGA.EXE)
version of LOD. On the EGA version, performance will also be improved
since gameega will store some extra images in memory.
You may also use the /OVREMS option to have LOD try to load it's overlay
into EMS. This will speed up the operation of the game as well. Please note,
the /EMS and /OVREMS options are two totally separate features. You may run
one without the other, you may run neither, and you may run them both.
Memory Requirements
-------------------
A summary of the memory requirements:
Mem Required Mem Required
with /EMS without /EMS
GAMEEGA.EXE 384k 425k
GAME.EXE 330k 384k
Note: These memory requirements are approximate. You might be able to
get LOD to run in about 10-20k less memory than is specified, depending
on your configuration. Also, LOD could possibly require 10-20k more
memory depending on your configuration.
I highly recommend using the /EMS switch if you have EMS memory
available. LOD can load many of it's variables into EMS memory which
means less conventional memory is required to operate. With the EGA
version (GAMEEGA.EXE), LOD will increase it's image buffers
dramatically when the /EMS switch is used. This means that the graphics
will be a little smoother and less choppy.
For those with a little technical knowledge (or curiosity), you can
hit "Z" out in the wastelands to get a small memory usage report. The
information is too complex to explain in this document, but if you have
a knowledge of programming, then it may be of some interest.
If you get a run time error 203 (or 253), then this indicates that
you do not have enough memory to run LOD. There are a few things you can
do:
#1: If you aren't using the /EMS switch, then try it!
#2: If your bbs is set up to "shell" to LOD (i.e. the bbs remains
in memory while LOD is running), then try to configure it to
"exit" and run LOD. See your bbs's manual.
#3: If you are using the EGA version (GAMEEGA.EXE), then try switching
to the non-ega version (GAME.EXE).
Command Line Switches
---------------------
/L Load in Local mode.
/M Run the nightly maintenance.
/S Sysop fast log on.
/EMS Use ems memory.
/Nx Specifies node number. (i.e. /N1 for node 1, /N2 for node 2,
etc)
/Pyy Specifies path to drop files. (i.e. /PC:\BBS, for c:\bbs, etc)
/CHECK Perform multinode check (see multinode use below)
/Bxxxx Specify lock baud rate. For example, "/B38400" would force the
com port to be 38,400 baud no matter what the drop file (i.e.
DORINFOx.DEF) says the baud is.
/?" Display a brief command line option summary.
/OVREMS Will cause LOD to attempt to load its overlay into EMS memory
if possible
/AUDIOSB Will start up the audio sound system using soundblaster
sound card. (Requires LODxxxF.ARJ)
/AUDIOSPKR Will start up the audio sound system using the PC speaker.
Quality isn't very good. (Requires LODxxxF.ARJ)
/AQULTRA Really high audio quality. Ought to really slow down
performance. (Use of this keyword is NOT recommended - it
may behave unpredictably)
/AQHIGH High audio quality. May slow down performance.
/AQMED Medium audio quality. default.
/AQLOW Low audio quality. Should increase performance compared to
AQHIGH/AQMED. May be necessary for some slower machines.
/AQMIN Minimal audio quality. If none of the others work, or
strange lockups or hanging occurs, then you might want to
give this keyword a shot. (Not recommended unless absolutely
necessary)
/FR Play audio when remote users are on. By default, LOD will
NOT play music on the sysops machine when the caller is
on from REMOTE. This is done to not wake up the sysop in
the middle of the night when a player enters the game! However,
if you want the music to play no matter whether the user
is on locally, or remotely, then you can use this switch.
Audio Support
-------------
Starting with version 3.60, Land Of Devastation and GTERM now have some
sound/music capability. Here is how to get the sound system to work:
1) You must have downloaded and unarchived LODxxxF.ARJ into the
directory where you are running LOD (or GTERM).
2) You must use either the option /AUDIOSB or /AUDIOSPKR to initialize
the sound system.
3) Optionally you may wish to use one of the /AQxxx switches to set
audio quality. /AQMED is the default audio quality which should
work on most systems.
4) If you experience lockup or hang problems, then you may need to
switch to a lower audio quality such as /AQLOW or /AQMIN.
Examples: (For Land Of Devastation - on the sysop's side)
"GAMEEGA /L /EMS /AUDIOSB"
Load LOD with Soundblaster enabled.
"GAMEEGA /L /EMS /AUDIOSB /AQLOW /FR"
Load LOD with Soundblaster at low quality, force music to play
when remote users are on.
Examples: (For GTERM - on the remote user's side)
"GTERM COM 2 BAUD 19200 /AUDIOSPKR /AQHIGH"
Load GTERM with PC-Speaker set to high quality.
"GTERM COM 1 BAUD 2400 /AUDIOSB"
Load GTERM with soundblaster at default (medium) quality.
Notes:
The audio system is relatively new to LOD and hasn't been fully tested
and therefore might have some bugs. In fact, with some people's machines,
it might not work at all. If you have trouble running LOD with audio
turned on, then try turning it off!
The audio system eats up quite a bit of memory (almost 150k). Therefore,
when running LOD or GTERM, you might not have enough conventional memory to
initialize the audio system and you won't hear anything.
Having music active on one side does not require having music active
on the other. For example, a user with GTERM might have music enabled, but
the sysop might have it disabled - this will work fine - the user will hear
his music and the sysop will have some nice silence!
If you like, you can bring up a display of the current MOD system
status (also shows any possible errors) by pressing ALT-3. This works with
either GTERM or the EGA (GAMEEGA.EXE) version of LOD. The non-EGA (GAME.EXE)
version of LOD does not have the mod status screen.
Music system credits:
The code that is used to play the MOD music in LOD was supplied by
Mark J Cox. It's called MOD-OBJ and it's an excellent unit and I
recommend it to anyone who wants to add MOD music to their program.
Most (if not all!) of our songs were composed by Chris Azure.
Multinode use
-------------
LOD does NOT allow multinode use. Furthermore, I have no future plans
to develop a version of LOD that does at this time. However, LOD can be
set to "lock out" other nodes while one node is playing. (i.e. Node 1
is playing so nodes 2 & 3 cannot).
This is done using the /Nx and /CHECK switches. /Nx tells which node
number is using the door. (i.e. "GAME /N2 /CHECK" would be for node 2).
And /CHECK says to check for multinode use.
The start up commands for LOD for a 2-node system would be as follows:
NODE 1: Game /N1 /CHECK
NODE 2: Game /N2 /CHECK
When LOD encounters another player trying to play while one is already
playing it will spew out the file "LODLOK.TXT" to the user to explain the
situation to him.
NOTE: Apparently, there is some kind of "glitch" in either Turbo Pascal
or DOS which causes "sharing violations" to occur when LOD is
activated by more than one person. If you have this problem, then
you may wish to try to set the "read-only" bit on the executable
files (i.e. GAME.EXE,GAME.OVR,GAMEEGA.EXE,GAMEEGA.OVR).
You can do this by typing the following: "ATTRIB +R GAME.EXE".
Common Problems (Locked Bauds, High Speed modems, Music, etc)
-------------------------------------------------------------
NOTE: If you are having a communications-related problem, and you are
not using a fossil driver, then I suggest you try using a fossil
if it is possible.
If you are running a high speed modem (9600 baud or above), then I
suggest you run your bbs/mailer/doors at a locked baud rate. On high
speed error correcting modems, locking the baud rate will have a noticeable
increase on the speed of text that is sent. It's beyond the scope of
these docs to discuss configuring your bbs and mailer for a locked baud
rate; you may wish consult those docs for information on that. Here
are a few things to keep in mind when setting up LOD with a locked
baud rate:
#1: You may need to use the /B switch on the LOD command line to specify
the locked baud. For 19,200 this would be "/B19200" and for 38,400
this would be "/B38400". Please note there is no space between the
/B and the baud rate. This is only necessary in some instances. First
try LOD without the switch and then add the switch and see what
happens.
#2: When using a locked baud rate, I highly recommend using a FOSSIL
driver. In fact, I don't even know if LOD will work at high speeds
without one. BNU is a good fossil driver which can even be loaded
and unloaded before/after you run LOD.
#3: If you are using a fossil, then make sure to tell the fossil that
the port is locked. For BNU, to lock com1: at 38,400, you would
use something like "L0=38400" on BNU's command line.
#4: Please note: If you lock the baud for one program, it must be locked
for everything. You can't lock the baud for just LOD, but not
your bbs/mailer.
If you are running at high speeds without locking the baud rate, then
LOD should function fine. Without a locked baud, there should be no need
for the use of the /Bxxxx switch.
What follows is some information on possible strange situations that
may occur:
#1: Low speed users can play LOD, but high speed users get garbage.
- If you are not using the DORINFOx.DEF or DOOR.SYS drop file
then you may wish to find a converter program to convert
whatever drop file your bbs produces to the DORINFOx.DEF
or DOOR.SYS format and tell LOD to use that.
Several converter programs are readily available on most
bbs systems. QKDoor is a good one if you can find it.
- If you are not using a fossil (i.e. you have LOD's "internal"
line un commented in GAME.CTL), then I suggest trying a fossil.
#2: High speed users can play LOD, but low speed users get garbage.
- You may be specifying the /Bxxxx parameter when you don't
need to. Only use /Bxxxx if you are using LOD with a locked
baud rate.
#3: Everyone gets garbage!
- You may be using the /Bxxxx parameter when it's not needed,
or you may have the the wrong baud rate specified in the
/Bxxxx parameter.
- Try switching to DORINFOx.DEF as described in #1 above.
- Try using a fossil (make sure the "INTERNAL" line in
GAME.CTL is commented out.
#4: LOD hangs up when a user enters the game.
- Sounds like LOD is getting the wrong baud rate somehow.
Try switching over to the DORINFOx.DEF drop file method
if possible.
#5: Text and screens are getting cut off.
- If you are running with a locked baud, then this could
be caused by some sort of FLOW CONTROL problem. Try using
a fossil if you aren't already.
General trouble shooting hints: The following may help you clear up
some of the problems outlined above:
#1: You can use the ALT-D command in the EGA (GAMEEGA.EXE) version
of LOD or the ALT-I command in the normal (GAME.EXE) version of
LOD to get a display of the current serial port setup.
If what is displayed differs greatly from what it should be,
then you've found your problem!
#2: If you're using something other than the DORINFOx.DEF drop file,
then I always suggest trying to use DORINFOx.DEF if possible. It is
the most reliable method and has had the most testing.
Problems related to the sound system:
#1: When remote users log on and the /FR option is enabled, the system
hangs.
a) Try switching to a lower (or higher?) sound quality such
as /AQLOW or /AQMIN.
b) Remove the /FR option (you probably don't want music
playing while remote users are on anyway)
#2: Whenever I use sound (with the /AUDIOSB or /AUDIOSPKR) options, LOD
locks up in the game.
a) Try switching to a lower (or higher?) sound quality such
as /AQLOW or /AQMIN.
b) If sound keeps locking up your computer, then you may
have to simply not use the sound capability. There are
huge variations in computer hardware, sound cards in
particular and LOD just isn't compatible with everything.
#3: The PC-Speaker sounds horrible.
a) If you have a sound card, try using it - that's what it is
for!
b) The PC-Speaker was never designed for playing high-quality
sound. If you don't like the noise it makes, then turn off
LOD's sound system!
#4: LOD Starts up, starts playing the first song, and immediately locks
up while allowing the song to continue playing.
a) Switch to a lower sound quality! (/AQLOW, /AQMIN, etc).
b) If sound keeps locking up your computer, then you may
have to simply not use the sound capability. There are
huge variations in computer hardware, sound cards in
particular and LOD just isn't compatible with everything.
Limits
------
Maximum users..................: 255
Inventory per user.............: 16 (plus 6 equipped items)
Definable Device types.........: 200
Objects in wasteland/forts.....: 2048
Fortresses.....................: 75
Restarting the Game
-------------------
Simply delete all of the *.DAT files. (DO NOT DELETE ANY *.DEF files)
There is a provision in the game for the users to reset the game
themselves when all of the puritron parts have been retrieved. But, if your
users do not reset the game themselves, then the above method will work.
If you want to configure with another Data Set, then see the section
on Data Sets below.
Alternate Data Sets
-------------------
With recent versions of LOD, I have put into effect the concept of data
sets. A Data Set includes it's own maps, monsters, NPCs, cities, and other
items. Most Data Sets are written by sysops who like to customize LOD.
Information on creating custom data sets is contained in LODxxxE.ARJ.
I have requested that game designers follow a standardized naming
convention for LOD data sets. The format is a four character name followed
by the version number of LOD that it was written for. For example,
FUTR361.ARJ would be for the "future" data set, compiled for LOD version
3.61.
IMPORTANT! When switching to a new data set, you will probably need
to re-start the LOD game (by deleting *.DAT). Most new data sets include
an entirely new map and possibly new inventory items. Just dropping
a new data set into an existing game could really screw things up.
To install an alternate data set, just unzip the file into your LOD
directory and over-write and existing files. Most likely you'll see a
GAME.DEF be unzipped and possibly a ANSI.DEF or a GTSTRS.DEF. Remember,
you'll probably need to restart the game by deleting *.dat.
A few important notes about Data Sets:
1) Installing a data set for an old version of LOD into a new version
may not work. For example, installing FUTR361a.arj into LOD version
4.00 could cause some strange problems. When you upgrade your
version of LOD, you may wish to contact the author of the Data
Set and request a newer copy.
2) Installing a new data set into an old version of LOD may also
cause trouble.
3) You will probably need to restart (delete *.DAT) when switching
to a new data set.
Authenticity Verification
-------------------------
LOD will perform an authenticity verification each night to check that
none of the executable files have been tampered with. If the verification
fails, LOD will still continue maintenance. However, the failure will be
logged into the LOG.DAT file and the MREPORT.TXT file.
Unfinished Things
-----------------
There are a lot of things that I really wanted to get done for this
version, but I just didn't get time. College is really taking up a lot of
time this semester and it's been hard to get time to work on LOD.
Anyways, here is what isn't done:
- Multiple grenade packs.
- The B.A.D. device (which is a form of MAGIC spells)
- Several more special quests.
- I wanted to add some more time limit stuff - 2-minute log off warnings,
daily time limit features, etc, but I just didn't get the chance
to finish them up for this version.
- Multiple level maps - you walk into the nuclear missile base and
there is a whole map to it, not just a menu.
These are not things that are DISABLED, but rather are things which just
aren't completed. Most of them are at least partly enabled, but not fully
yet.
I plan to work on these pretty soon - probably either version 3.70 or
4.00 depending on how many more enhancements I am able to complete.
Also, remember, the more donations, the more incentive for me to get
this game finished! (grin)
Error Codes
-----------
4 - Too many open files (try adjusting the FILES= line in your
config.sys file)
100 - Read past end of file. Something has gone wrong in one of
the LOD data files. Please see "corrupted data files"
below.
200 - Division by zero.
203 - Insufficient memory.
252 - Error while accessing EMS driver.
253 - Insufficient memory.
254 - Programming error [EAalloc block request > 16k]. This
shouldn't happen!
"Corrupted" data files
----------------------
It is possible that something could happen to your LOD data files. A
power outage, LOD crash, or other event could damage one of the data
files. For most of the files, LOD will display a "Data file is corrupted"
and the name of the file.
If you get one of these messages, then the best thing to do is start
the game over with a clean copy of LOD.
There are a few files which LOD can re-generate itself. CASSTATS.DAT
and DAYSTATS.DAT. If one of these is corrupted, then you can simply delete
the file and LOD will re-create it for you.
Revision History
----------------
Version 1.00b [BETA] - First public release
Version 1.01b [BETA] - More of Shane Chamber's ansi animation thrown in.
- Added Rad-Grenade packs as an alternative to
long range weapons.
- A few cosmetic fixes and changes.
- Fortresses are now partially implemented - store
room and fortress banks are now operational.
- Maintenance required nightly - GAME/M will
run the maint.
- Commodities trading partially implemented.
Version 1.02b [BETA] - Added in support for GTERM, an EGA graphics
terminal program.
- Fixed message that displayed user's death
twice.
- Fixed a bug in GAMEEDIT that was causing
impassible terrain to become passable.
- Drew up maps for levels four and five.
- Added several monsters to the .DEF file.
- Added "Casino" from main menu. Currently, about
four games are supported.
Version 1.03b [BETA] - Added inventory maintenance options
- Fixed widowlance so it doesn't appear in weapons
store.
- Added equip character option to troop quarters.
- Fixed a possible problem with using the LR
scanner while in enhanced or GTERM modes.
- Fixed a MAJOR bug in the hand-to-hand combat
routines.
- Added a couple of new monsters and weapons.
- "warper" device added. Allows people to warp
back to the main base on level 1.
- Another version of the game, GAMEEGA.EXE is
included and allows for an EGA graphics display
on the sysop's computer. The display is nearly
identical to that of a user using GTERM.
Version 1.04b [BETA] - Added a "house cleaning" routine to maintenance
to get rid of items laying about. Each night,
if there is >500 items, then up to 35% of these
items will "disappear into the wasteland".
- GTERM and GAMEEGA display enhanced to include
a indicator of the current SFG (Stealth Field
Generator) mode.
- User lastread pointers in the message base are
now saved.
- Minor change to the way strings.def is handled
internally - should lower memory requirements
by about 10k.
- More of Shane Chambers EGA pics thrown into
GTERM and GAMEEGA. Pics have now been drawn for
about 90% of the inventory.
- Revised experience/level routines once again.
The experience table is in the user docs.
- Revised user docs - provided a "theme" for the
game and extra information concerning bases.
- Changed the rankings routine majorly.
- A little trimming here and there to decrease
memory requirements.
- STRMUL (Hand-To-Hand weapon strength multiplier)
modified to minimize it's effects.
- Fixed a bug in GAMEEDIT's rankings routine.
- Added misc and new user editors to GAMEEDIT.
Version 1.05 - Reduced record size in stringdef file to lower
storage requirements and increase load speed.
- Start-up speed increased by various internal
improvements.
- Added LAPTOP and ROM cartidges to the game. You
can buy them at the computer store in the
supply station.
- TALK.DEF updated to include more information on
monsters and devices.
- Wasteland display screen changed so that the
objects ( "+" ) appear to the right of the map
symbol instead of in place of the symbol.
- Minor improvements to the enhanced ansi
wasteland display to reduce re-writes.
- "Quick heal" command added to wasteland
menu. Automatically uses as much medkits as
needed for a full heal.
Version 1.06 - Some cosmetic changes and spelling fixes.
- Included registration stuff.
Version 2.00 - When using the LR scanner, notes will be
updated for towns, holes, etc.
- Map changed from a 32x32x10 grid to a
125x125 grid.
- Combat-Stats converted to a laptop program. The
routine has also been revised to include some
additional information on "bravery" and
"accuracy".
- LRScan and Scanner added as _expensive_
laptop programs.
- The Hort Center is up and running. A special
quest has been added which results in getting
and information disk from Troy Hadley.
- Troy Hadley's information disk added. If you
like, you can edit the file (TROYINFO.TXT) to
make any changes you like.
- Major change to the monster file. The MINDIST/
MAXDIST parameters have been added to replace
the LVL parameter.
- A few new weapons here and there. The LR and
SR weapons have been separated at Sacre Base
so the screens won't scroll.
- Major internal code changes to the way GAMEEGA/
GTERM handles memory. Memory requirements should
be much less now. GAMEEGA now should run
properly in 400k or less.
- Major internal changes to doordriver - overlaid
some code here and there, added a few bbs
types, etc.
- The SR/LR weapons store code improved to display
listing of weapon damages and ammunition
required.
- Expanded device file to allow up to 150 devices.
(it was just 100)
- Made a few changes to the dialog module (i.e.
TALK.DEF). Keywords are now hi lighted for
example.
- Speeded up the display of the ANSI map display
and the EGA map display.
- Added ranking bulletins. The filename are
defaulted "LODRANK.ANS" and "LODRANK.ASC",
but may be changed in the miscellaneous section
of the editor.
- Fixed a bug in the GAMEEDIT program that caused
data in the miscellaneous editor not to be
saved.
- Shrunk the size of the STRINGS.DEF file and
increased it's load speed quite a bit.
- Changed the data structure for the OBJECTS.DEF
and reduced the file size from 98k to 60k. Should
have also reduced memory requirements.
- Added a base "sales counter". Base owners may now
place up to five devices up for sale and they
may set the price.
- Made it so the base communicator is usable.
- Added "max items/base" and "max bases/player"
fields to the general editor.
- Added an Equip command to the fortress
miscellaneous menu. Allows players to equip
their character while they are inside a
fortress.
- Added an "auxiliary weapon" field and an
exchange weapons command to allow users to
swap short range weapons when needed.
- Added an [F7] Host Information key to the
EGA LOD and GTERM programs to display a few
pieces of information.
- Added a "kill object" command so users may
destroy objects left laying around. Users
are awarded a "janitorial pay" for the number
of objects that they destroy. Janitor pay is
configurable in the misc editor.
- When dropping/killing/getting objects, the
user may specify "ALL" to perform the operation
on all items available.
- Added two extra combat modes: Alpha and
Reflex. The user may choose one of them at
the troop quarters.
- Fortress teleporter added to the fortresses.
Players may now teleport around at will.
- EMS Support added.
- Lowered the number of bases from 100 to 75. 100
bases simply aren't needed, and the lesser
amount means lower memory/disk space
requirements.
- Quadrupled (sp???) the amount of ANSI pictures
in ANSI.DEF. Now, almost all items in the game
have ANSI pictures associated with them.
- Added APPRAISE program to laptop.
Version 2.10 - Reflex combat enabled. I fixed the problem that
we were having with the time delays.
- More BIGPICs! We have more pictures of monsters,
towns, etc.
- New combat action screen created for EGA
terminal (and GAMEEGA). Will auto-select itself
whenever user goes into combat.
- Drew up some ANSI menu screens. They look
much better than our previous rather drab
text.
- Changes to the ANSI routines - the file ANSI.DEF
is now RLE compressed which saves about 20% of
the disk space. Also, EMS users may notice that
ansi pictures display slightly quicker due to
EMS usage in that unit.
- Fixed up the long-range encounter cosmetically.
the monster's name, weapons, stats, etc are
displayed for ANSI users.
- A lot of little cosmetic fixes here and there.
Places where the "?" command didn't work, where
the "view character" command wouldn't work,
etc.
- Rankings packet added. The top 12 ranked users
are now sent to GTERM whenever rankings are
done. This way, the user can pull up the
rankings whenever he needs them.
- Fixed an EGA bug which caused the "Attack base"
picture to stay on the screen indefinitely in
some instances.
- The bank has undergone some upgrades and
includes an ANSI financial statement as well
as bank loans and a game account.
- Fixed a bug in the "remove item from sale" in
the base storage room.
- Fixed a few irritating bugs in the Enhanced ANSI
wastelands map display.
- Added the clone center - it's located somewhere
around sacre base.
- Added support for 2am bbs.
- Began work on the puritron section. It is
partially implemented in this version.
- Added a new laptop program to list pylon
telecodes. Should be found on some level 2
monsters.
- Fixed a bug with the menu for the horticulture
station - it was displaying the wrong menu
screen from time to time.
- Complete re-write of the external editor. The
editor is now compiled with the Turbo Vision
environment which provides pull-down menus,
mouse support, etc.
- Fixed a small bug or two in the maintenance
routine.
- Added MREPORT.TXT which reports on the nightly
maint activities.
Version 2.11 - Misc minor bug fixes.
- New registration policy.
- GMAPEDIT is now functioning properly!
Version 3.00 - Fixed a rather nasty "random lockup"
glitch which had to do with loading from disk
directly into ems. Hopefully will fix a lot
of people's problems.
- Speeded up the autonav program to make it useful
again. Unfortunately, it is also now limited
to destinations +/- 32 units from your starting
coordinates.
- Reworked the way the "G" (enter) wastelands
command worked. It is now a bit more powerful
and allows viewing camps and bases.
- Put in a nuclear missile silo (which is rumored
to have some connection with one of the puritron
parts)
- Fixed a bug in the puritron parts screen.
- Xeboc routine modified slightly (Rumored to have
something to do with the puritron as well!)
- Set a limit of $25 million in the game/casino
accounts so they wont grow to ridiculously
fast. (users are now taxed if their account
goes above that limit)
- Put deletion by age in the code so users who
don't log in every 30 days or so get nuked.
- Fixed a bug in the INV5 operator in the
COMBAT.DEF file.
- Tetris ROM is now showing up on monsters.
- There's now a percentage chance that a monsters
weapons/equipment will disintegrate as it falls
to the ground. Should help in cleaning up the
wasteland a little bit.
- Did some work on the Surrender routine. It's now
a bit more intelligent and a bit less forgiving
towards cowardly players.
- Added a "buy item" option to long range combat
so you can buy items from monsters when you
encounter them in combat.
- Documented the EMS and FOSSIL options in GTERM.
Also did a little cosmetic work on gterm.
- Added "casino statistics" to the casino menu.
Tells players which games are the best!
- Added some needed pauses into the casino
unit.
- Added a simple (but somewhat effective)
protection scheme to protect executables from
tampering.
- Improved the "use ammo" routine to make it a bit
more intelligent.
- Fixed a bug in the ammunition types listed in
the weapons stores.
- User documentation improved slightly.
- Fixed a bug in the number guess game - it was
not paying off when people guessed on the
9th try.
- Made the registration code checker a bit more
lenient on strings with leading/trailing
spaces.
- Some mods to the monster definition file: Gave
the WarMonger his proper armor and fixed a few
spelling errors.
- Moved TRELLNOT.TXT and TROYINFO.TXT into the
file ANSI.DEF to reduce disk space requirements.
- Combined all of the user documentation into
one file (USERDOC.TXT).
- Added newsletter support - newsletters are
contained in NEWSLETT.TXT and may be displayed
from documentation menu.
- Added a utility to the documentation archive
called DOCVIEW which will let the sysop
view the newsletter and user documentation.
- Puritron routine installed and functional!
- A few corrections in the COMBAT.DEF file.
- Added the capability to have stealth devices
of different efficiencies (i.e. the
Enviro-Blur)
- Added the VIEW command to the inventory
maintenance menu.
Version 3.01 - Fixed a lockup bug when talking to the TADSU
(one of the special quests)
- Changed the Till-Death combat options to
Berserk and added a bonus for berserking.
- Added universal translator and a couple special
quests.
Version 3.10 - (skipped to avoid confusion with 3.01)
Version 3.20 - Added a little bit of code to prevent some
possible hang-ups with users typing long (i.e.
200 character) user names and stuff like that.
- Fixed some possible problems with WWIV and
Wildcat CALLINFO drop file formats.
- Removed accuracy statistic from rankings and
replaced it with "quests".
- Fixed bug with calculating base values in
rankings routine.
- Added REGISTER.EXE to aid registered users in
entering their registration codes.
- Editing on quests #8 & #9 added to NEWLODED.
- Added screen pauses after base inventory
listing and base items for sale listing.
- Reworked some of the base-show-item code to
add screen pauses.
- Modified the way the notes program works and
added a "sort" option. (Note: Minor change
will result in duplication of existing
notes data)
- Fortresses and special locations (such as EEEE,
clone center, etc) are now logged automatically
by the notes program.
- Added "cell" option to pick-up command. (see
userdocs new updates)
- When a game is re-rolled, LOD will now
properly delete all of the *.NTS files.
- EMWarp program now works at bases.
- EMWarp now registers in log when it is
activated.
- Player vs Player combat completed!
- Clone costs went up!
- Made base weapons and defenses a little more
powerful.
- Users level 8 and above are now charged
rent if they stay inside any of the towns.
- Diet program now lists amount of rations
remaining when rations are eaten.
- Combat stats now displays experience required
to reach next level.
- Added missing ANSI menu for base misc options.
- Replaced "unknown" GAMEEGA/GTERM pictures with
text strings describing the item. It's not nearly
as good as the pictures, but in the meantime, it
will have to suffice.
- Made some changes to the way the LRCOMBAT
screen works to speed it up for some
users.
- Bases can now be charged with any type of
energy, not just power packs.
- Raised the prices of ammunition just slightly.
- Added an option to self-destruct fortresses.
- Through in some pauses and some cosmetic
upgrades into the start-up screen.
- Fixed bug with Trell's note not displaying
in nuclear silo.
- Fixed bug in clone center when people with
low attributes (below 21/21/21) tried to make
a clone.
- Changed the spacing in the FortList ROM to
accommodate forts at locations greater than
two digits.
- Internal improvements to object handling -
speeded up loading of OBJECTS.DAT and reduced
disk size of that file.
- Added two more special quests which have to
do with the laptop and ROM disks.
- Started including ANSIPUT.EXE in the LODxxxE.ARJ
archive to let users manipulate the ANSI.DEF
file.
- Internal changes to pylon codes - should fix
a bug or two.
- Added command line switch and config file option
to lock com port.
- Modified authenticity verification (see section
above)
Version 3.21 - Fixed bug with log file reporting wrong
information in player vs player combat.
Version 3.30 - Added taxes to "take from the rich and give to
the poor".
- Modified some file I/O to hopefully reduce
problems when using the /EMS switch.
- Added support for teams.
- Fixed the OBJS field in the fortlist rom.
- Modified the way stringdef is loaded to
allow for use on systems with less available
memory.
- Added a FORTINV rom for the laptop which will
allow the users to display a listing of a
fortresses inventory remotely.
- Fixed a problem with fields not being
properly clipped in the inventory display (i.e.
long-named objects such as the laser-resist
armor were messing up the display)
- Added a limit on the number of fortress attacks
per day. Can be changed with NEWLODED.EXE if
you wish.
- Added a view fortress command to the fortress
trading menu.
- Raised the default starting base energy from
100 units to 250 units.
- Added daily time limit support - maximum daily
time may be set using newloded.
- Thanks to Joseph Johnson, we now have many
more combat strings in the combat.def file!
- The "/M" option has been removed and maintenance
is now performed at the beginning of each day
automatically.
- Added "NODIRECT" option to config file for users
with desqview. (turns off direct screen writes).
See game.ctl for information.
- Fixed a bug with the reroll status display
in the View Puritron command.
- Fixed another couple instance of the ?)help
command not working properly.
- Added a registered sysop/user list (REGLIST.TXT)
This list is viewable with DOCVIEW.EXE and in
the documentation center in the game itself.
Version 3.31 - Fixed a minor bug in the nightly tax
redistribution code.
Version 3.40 - Fixed a minor bug dealing with "Nil Users"
in the maint routines.
- Fixed a few spelling errors in the registered
sysop list (reglist.txt). And of course, added
the latest batch of registered LOD sysops to the
list.
- Removed the C2.DEF, DORINFO1.DEF, and
DORINFO2.DEF files from the package which
got in by error.
- Added several new monsters that were
submitted by users.
- Added a picture of a cyclops to GTERM and
GAMEEGA.
- Added an option to NEWLODED to allow editing
of the taverns.
- Added a delay for non registered sysops.
- Fixed the FORCE ANSI option not operating
when users were staying overnight in
bases.
- Thanks to several user submissions, we have
many more monsters in this version!
- Added PROGRAMR.ARJ to the editors archive.
Version 3.50 - Made some changes in maintenance routines
that might solve lockup problems.
- Fixed unregistered delay so it does not hit
users who get stuck with maintenance an
extra time.
- Added some extra error checking on corrupted
data files.
- Slight speed improvement on the load time of
the objects.dat file.
- Added an unregistered message to the wasteland
prompt. It appears as "[Unreg]" to the
users on unregistered copies.
- Fixed the dex/agl display in the clone center.
(they were reversed)
- Worked on the fortress creation code a little
to hopefully fix a few bugs.
- Fixed some ANSI redraw problems with the
CSTATS and other laptop programs.
- Fixed a problem with the non-EGA version of
LOD displaying garbage at start up.
- Added a town name setup option to the
newloded.exe game editor.
- Snazzed up the use mine command a little
bit.
- Add a little bit of text to ed's dialog
at the EEEE about how to use mines.
- Shrunk the size of the strings.def file
slightly.
- Finally got around to adding some trivia files
to the game. Also included TRIVCOMP.EXE in the
LODxxxE archive to allow sysops to create their
own trivia.
- Added the NOAUTOMAINT option to the .ctl file
to allow sysops to run maintenance manually.
- A little bit of optimization here and there to
reduce memory requirements and increase
speed.
- Added an "Excelsior" teleporter to the base
teleporter store.
- Moved a few combat strings from strings.def
into combat.def.
- Slight modifications to registration form.
- Mods to the code that loads device definitions.
Should decrease memory requirements slightly.
- Lowered maximum number of objects from 4096
to 2048.
- Reduced memory requirements of the EGA version
slightly.
- Fixed a nasty bug in NEWLODED where devices
edited in the device editor over 150 were not
being saved.
- Improved the display of the coin flip game
slightly.
- Fixed problem with the "use ammo" routine. Now,
the ammo pack with the lowest quantity of
ammo is used.
- Inventory sort improved to sort by an item's
capacity as well as it's type.
- Fixed a major bug in the armor routines. Armor
will now deflect properly.
- Made a few necessary revisions to the
registration code section.
- The C-Stats will now show a "difficulty level"
when fighting a monster.
- Fixed the "Long Grange" weapons bug and troy
hadleys East/West mess up.
- Reduced the memory requirements of the
message system slightly.
- Fixed a possible "Nil User" related bug.
- Added a notice about pirated registrations.
- Added information on Rick Malkin's LOD
distribution in New Zealand.
- Added section above on high speed / locked bauds
to help clear up possible installation problems.
- Added a brief glossary to help out some
novice users.
- Corrected a spelling error in "Devastation" in
one of the title screens.
Version 3.51 - Fixed a major problem with adding new devices
using the device editor.
- Ran a spell checker on LOD to correct a few
spelling and typing errors.
- Completely re-wrote the message system I/O
routines. They now require less memory, operate
more efficiently, and are faster.
- NOTE: When upgrading from a copy of LOD previous
to 3.51, the message base will be restarted.
- Fixed a problem with user-created towns.
- Fixed a possible problem with users entering
garbage in the laptop system.
- Fixed a possible problem of LOD not detecting
dropped carrier.
Version 3.60 - Added 10 new images! 3 by Doug Merha and 7 by
Dave Rosson!
- Pictures.IDX added to list the authors of user-
submitted images. (located in LODxxxD.ARJ)
- Fixed a few possible lock-up problems.
- Added several more inventory images submitted
by Christopher Darque and friends.
- Mod music added! Several mods were supplied by
Chris Azure. Also, Mark Cox's MOD-OBJ unit
was used to play the music.
- Fixed the EGA display code slightly to clean up
some text strings that overflowed across the
screen.
- Rewrote the code that loads the string
definitions to require less memory.
- Major modifications to the I/O code that dealt
with the combat strings (COMBAT.DEF), monster
definitions (MONSTER.DEF), and dialog
(TALK.DEF). Please see the section above on
editing these files before trying to edit them!
- Do NOT use the old COMPSTR.EXE utility! It has
been replaced by the new COMPILE.EXE utility.
Running the old one will screw things up!
- Moved much of the message system text strings
into string def where they can belong so sysops
can customize it.
- Fixed a possible divide by zero error in
newloded.exe.
Version 3.70 - Added a new rom: Bartalk
- Added some monsters submitted by Chris Azure.
- Fixed a possible lock-up bug.
- Removed some redundant code which was using
up memory.
- Fixed some bugs in the trivia system.
- The game was not deleting messages when a game
is won. This has been fixed.
- Critical runtime errors are now logged to the
file "LODERROR.LOG".
- When the puritron is activated, the wasteland
will be "cleansed", turning all radiation and
wastelands into plains and forrest.
- Compiled with the new 7.0 version of Turbo
Pascal.
- Added some really big fortress stuff for people
who have the money!
- There is now a shorter long range combat menu
for people who have expert mode turned on.
- An option to dump the device definitions to
a text file has been added to Custom.exe.
- Xebocs Quantum Field is now armor, as it was
originally intended to be!
- The character sheet display has been
improved so it looks a bit better. Users who
prefer the older display may use the ANSI
options menu in the troop quarters to change
it.
- MAJOR changes to compile.exe. Almost all of
the .TXT files are now compiled to only
one file: GAME.DEF. See the above
sections on editing/customization for more
information.
- The docs on using the editor have been hacked
out and thrown into CUSTOM.DOC which is now
contained in LODxxxE.ARJ.
- Registration message modified to be gender
inspecific.
- Added a few images by Rick Armstrong.
- Fixed a possible problem with the DISINT
keyword in monster.txt.
- Added a new type of mines: Zapper mines which
drain a persons ammo.
- Mines may no longer be picked up (or killed)
without detonating.
- Removed all names but my own from title
screens 1-10. I have created a title screen
#11 which will include all the names of the
people who contribute to LOD.
- Fixed a possible bug in the /FR command line
option.
- Fortress owners are now allowed into forts
without a password requirement.
- The text strings used in the graphical screens
are now definable in GTSTRS.DEF for both GTERM
and GAMEEGA.
- Terrain types expanded to 50.
- Authenticity verification removed... It was
doing more harm than good.
- Experience for monsters who are holding the
puritron parts reduced to not be quite as
drastic. Also, Xeboc's power slightly increased.
- Major overhaul of the main map. Several empty
spots are now filled in with the new lake
tiles.
- Towns now carry specific inventories related
to the town.
- Added Frost Bite and Kill, Inc.
- Attached a special quest to Freedom City
(city #2)
- Put pauses after city-special quests (freedom
city, DW camp, etc)
- The BBSTYPE LOCAL parameter in game.ctl has
been fixed.
- Added four new songs by Chris Azure to the
LOD sound (LODxxxF.ARJ) archive.
- The maximum length of the user's alias has
been dropped to 20 characters to prevent
formatting problems.
- A more verbose "fossil not found" message
has been added.
- Messed around with the ansi menu routines
a bit to improve keyboard response.
- Added fast GTERM option to ANSI options in the
troop quarters.
- Fixed a serious bug with the loan system.
- Fixed a problem with the Priest Of Loki
dialog.
Credits
-------
SHANE CHAMBERS ANSI and EGA graphics designer.
MARK COX Author of MOD-OBJ, the code that was used to provide
.MOD music support to LOD.
CHRIS AZURE Composer of most of our MOD music.
CHRISTOPHER DARQUE Lots of EGA pictures, some plot ideas, and some
great beta testing.
RICK ARMSTRONG EGA Pictures
DAVE ROSSON EGA Pictures
DOUG MERHA EGA Pictures
Where to reach me
-----------------
I can usually be reached at my bbs system, which should be listed in the
section entitled "registration" near the end of this document.
Note: Since I am in college and do not have much time to hang around the
house during the day, I prefer to answer all questions/comments via the
bbs rather than my voice line.
A special note about "pirated" registrations
--------------------------------------------
(reprinted from REGLIST.TXT; Note: When referring to the "above list",
this is a reference to the listing of registered sysops in REGLIST.TXT)
It has come to my attention that some unethical sysops are
attempting to crack LOD's registration codes to gain a free
registered copy. If you suspect someone has "illegally"
registered a copy of LOD, then you should consider the
following before making any accusations:
a) Anyone listed above does have a verified valid registration
code. The above listing comes right off my system.
b) It is possible that a person may have been left out of the
above list. They could have sent in a donation _after_ the
list was published, or I could have simply misplaced the
paperwork.
c) If you still suspect that someone has illegally registered
their copy of LOD, then please contact me. I can check
their name in my records and call them and deal with them
if necessary.
d) If a person has registered illegally, then I will lock
their illegal code out of LOD and post their name in a
listing of those who have "stolen" registrations.
I consider it a sad indication of the morals of some people out
there that they would do such a thing as to register illegally.
It hurts not only me, but every honest sysop and user out
there. Illegally registering a copy of LOD is THEFT pure and
simple.
Registration
------------
If you or your users enjoy this game, then please send me in a
registration/donation. I am currently a college student and programming
my income is pretty scarce. To justify the time I spend programming
and maintaining LOD, I really do need some compensation for my
efforts. Donations of any amount are greatly welcome, but donations of
$20 or more will be considered a registration.
Due to my busy schedule (I am a full time student, plus I'm trying to
handle a full time job), I don't have the time necessary to do all of the
disk copying, addressing, mailing, etc required to send out updated
copies of LOD to every registered user. In the past, I tried to send out the
disks, but I always got behind, which meant the registered users got their
packages late, and it lead to a real mess. Therefore, I have come up
with what I believe to be a fair and efficient system.
Here is what you do to register:
#1: Send me $20 (or more!) in the mail. (Smaller donations are always
appreciated, but I usually don't issue reg codes)
#2: Call up my bbs about a week later and use the "Reg look" command to
look up your registration code online. You don't need to be
"validated" or "verified" or anything - you can get your code on
your first logon.
#3: Run the program REGISTER.EXE which will prompt you for the
information and create lodreg.dat itself.
In the current release of LOD, there is a non-registered game delay
in effect at the start and exit of the game. This was done because registered
sysops wanted their copies to be somewhat "better" than the unregistered
games on other boards. I chose a seven second delay because it is not
annoying enough to cause people to dislike the game, but it is long
enough to make the users and/or the sysop take notice.
Also, please note, aside from the delay, there are no other special
features for registered users. And likewise, unregistered copies are
not "crippled" in any way.
Included in the LOD distribution archives is a file called
"REGISTER.FRM". This file contains a registration form which may be
printed out and mailed to me with your donation. Filling out this form
is optional, but it does provide me with some useful information
about you and your system.
Please note, under this policy I will not be mailing you a package in
the mail. Please make your check payable to "Scott Baker" and send it to
the address below.
Please send registrations to the following address:
Scott Baker
2241 W Labriego
Tucson, Az 85741
You may call the following to use Reg look to look up your reg code about
a week after you have mailed the donation:
The Not-Yet-Named bbs (USA)
(602) 544-4655 (V.32) Fidonet 1:300/9
(602) xxx-xxxx (USR Dual) Fidonet 1:300/29 (Temporarily down)
Reminder: You WILL NOT be mailed a letter with your registration code.
Just allow an appropriate amount of time (a week or so) after dropping your
check in the mail for it to arrive to me and then give my bbs a call as
outlined above. The process to get your Reg Code is really very simple and
takes no time at all.