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The Original Shareware (WeMake CDs)(Volume 1.1)(CDs, Inc)(1993).iso
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MANUAL.DOC
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1990-09-05
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OPERATION: OVERKILL II
~~~~~~~~~~~~~~~~~~~~~~
SysOps' Manual
Beta-Version .98-5ß
Copyright (C) 1990
Dustin Nulf & Tom Hazel
TERMS AND CONDITIONS
~~~~~~~~~~~~~~~~~~~~
This product is completely copyrighted by Dustin Nulf in co-partnership with
Tom Hazel. In no way should the object code be modified and redistributed.
Only one registered copy of this game per computer is allowed. Ideas based
on the concept for Operation: Overkill II in other doors are infringement of
copyright. This program is presented on an "as is" basis with no guarantee
to the system operator or liability against the authors.
REGISTRATION:
~~~~~~~~~~~~
Overkill II is optional for registration. With registration, you are capable
of having up to 100 active players as well as removing the long delay screen
at startup. Another benefit is the use of the upcoming Monster Editor. The
registration cost is $25.00 US dollars. The process is quite easy. Simply
fill out REGISTER.DOC from the Overkill package, print it, and send it in to
Dustin Nulf. Once received, the registration code-key will be sent back to
the registrant and applied in the OOCONFIG.EXE configuration program. This
entire procedure takes approximately one week (or less, depending on how long
the mail takes to get through).
Without registration, the program is FULLY functional. However, the only
drawback is that a maximum of 10 users can access the game, active or not.
You can find the latest updates and new utilities for OOII on the support
boards. An OOII newsletter bimonthly is another feature that comes along
with registration.
I hope you and your users enjoy the game well enough to consider registering!
CONTENTS OF OOIIB985.ZIP
~~~~~~~~~~~~~~~~~~~~~~~
Main Programs:
OOII.EXE { Main Program }
OOII.OVR { Overlay file }
OOCONFIG.EXE { Configuration Set-up }
97-98FIX.EXE { Updates current game files from .97ß to .98ß }
OOINFO.EXE { BBS-to-OOII conversion program }
OOIITOP.EXE { Top 10 Bulletin Generator }
EDITOOII.EXE { OOII Editor for Maps/Players }
Documents/Manuals:
MANUAL.DOC { Sysops Manual for OOII }
OOIITOP.DOC { Manual for Top 10 Generator }
OOINFO.DOC { Manual for BBS-to-OOII conversion program }
97TO98.DOC { Manual for updating game files of .97ß to .98ß }
REGISTER.DOC { Registration form }
EDITOOII.DOC { Manual for Editor Utility }
WHATS.NEW { New information concerning updates for Sysops }
Data Files:
DESC.DAT { Combat descriptions }
BADNAME.DAT { Names not allowed in the game (text) }
MONSTER.DAT { Monster file }
Map Files:
ZAVERUS.MP1 { Zaverus Map - level 1 }
ZAVERUS.MP2 { Zaverus Map - level 2 }
ZAVERUS.MP3 { Zaverus Map - level 3 }
ZAVERUS.MP4 { Zaverus Map - level 4 }
ZAVERUS.MP5 { Zaverus Map - level 5 }
PRISON.MAP { Hydrite Prison map (DO NOT EDIT) }
Text Files:
INVNTORY.TXT { Inventory text file }
LOGON.TXT { Title Screens }
MENUS.TXT { Menu Screens }
USERDOCS.TXT { Player's manual }
DISEASES.TXT { Text file on disease descriptions }
NEWS.TXT { Small text file informing Users }
BULLETIN.TXT { Revisions for the Players to view }
SETTING UP OVERKILL II
~~~~~~~~~~~~~~~~~~~~~~
Operation: Overkill II is only configurable for hard drive systems.
Make a directory on your hard drive called OOII. Unlike Overkill I, you do
not need a separate Messages directory. The messages are stored in two files
inside of your OOII directory. Unzip all the files of OOIIBxx.ZIP into this
directory (and I assume you already have).
Configuration
~~~~~~~~~~~~~
To configure OOII, run the program OOCONFIG.EXE. If not already existing,
OOCONFIG.DAT will be created. Set all of the configuration information to
your requirements.
The defaults stand as:
1) BIOS/Direct Video Output > D
2) Hours Between Calls > 4
3) System Operator's Handle > ZZEXON
4) Name of Complex Building > ZZEXLIA
5) Minutes/Time per Player > 30
6) File name of Maps > ZAVERUS
7) Action Combat speed delay > 28
8) Using a Fossil Driver > N
9) Running more than 1 node > N
A) Reset Game > NO
B) Sysop's Real Name > SYSOP
C) BBS Name > UNKNOWN
D) Registration number > 0
BIOS vs. Direct Video:
Those who run DesqView or some other Multi-tasker may need to switch the
output to BIOS. This tells the computer to output all the text through
DOS first so the screen won't "bleed" over. However, several SysOps have
mentioned that using Direct Video mode works with OOII when they
"virtualize" the screen (a function in DesqView).
Hours Between Calls:
This variable should be in the area of 4 to 12 hours. The hours between
calls was implemented to make the game more fair and give more people a
chance to log onto the game. If you want to stretch out the games overall
length, you may want to set the hours between calls to a higher number.
System Operator's Handle:
This is the name that is written to the Userfile when Overkill first loads
up. You use this handle when you want to log onto the game yourself. You
can set your handle to anything you want. However, once the userfile has
been created, you may not change your handle, unless using the EDITOOII.EXE
Player Editor.
Name of Complex Building:
This is your place, so you can name it whatever you wish. Try not to make
the name entirely too long, since the name flashes up in the game once in a
while. "ZZexlia" is the default.
Minutes per Player:
You can adjust the amount of time that a user receives per game. The
default time is 30 minutes, not too long and not too short. Of course, if
the time from the main BBS is lower, it will adjust itself to the lowered
time (in case of an event, etc).
File Name of Maps:
This is name of the files (without extensions) that OOII loads up when
reading the map files. All maps have the extension of .MP1, .MP2, etc.
Do NOT enter an extension (such as ZAVERUS.MP1) when configuring the main
name of the maps. Type in just the root name.
Action Combat Speed Delay:
This variable is how the Sysop can make the game either easier or harder.
The Action Combat delay determines how fast the combat procedure will
occur. If you want the game to be more difficult, simply lower the delay
speed down a few notches. However, the speed level may NOT go below 20.
This option is most useful for Sysop's with -=FAST! computers. I have a
rather slow computer, so my speed is adjusted for my computer. If you
do run a faster computer (such as a 386 or a spruced up 286), you may need
to set this variable to a higher delay. If you get complaints from your
users saying its "too fast!", raise the number up a notch or so. Playing
the game locally will give you an idea of what it should be set to. The
default speed is 28.
Use Fossil Driver:
If you plan on running OOII with speeds of 9600 or above, a fossil driver
is REQUIRED. You can obtain fossil drivers called X00 or BNU on most any
public domain BBS's nearest you. Documents in the fossil drivers explain
their setups easily. Set the "Using Fossil Driver" field to 'Y' if you
plan to use fossil, else type in 'N'.
Game Reset:
To reset the current game you have running at anytime, toggle this option
to RESET. As you exit OOCONFIG.EXE, the game files will be re-initialized
for a new game. However, make sure you do not hit this key by accident
before exiting OOCONFIG -- please double check!
SysOp's Real Name:
In this field, you will need to enter the name of the Sysop as recorded by
your BBS. Some BBS's record the SysOps name as "SYSOP". If so, enter
"SYSOP" into this field (if it's not already set as the default).
BBS Name:
Here, enter the name of your BBS (or the name of the Sysop) you wish to
register under. This will determine your registration code if you should
register OOII. The default is UNKNOWN.
Registration Code:
If you have registered your copy of OOII, you will receive a registration
number. Type this registration number into this field. Remember that your
registration number involves the BBS name, so a change in the BBS name
could temporarily un-register your copy. Please contact us if you change
your BBS name.
Once you have all of your configuration set correctly, exit the program by
pressing 0 and saying "Y" to save the changes.
If you are running OOCONFIG for the first time, all the necessary game files
are created then. Once it creates the USERFILE.OO file, you will be asked
for a password. Please remember your password. It would be disastrous if
you happened to forget it!
LOADING UP OVERKILL II
~~~~~~~~~~~~~~~~~~~~~~
To run the game locally (without invoking the door), on the DOS prompt in
your OOII directory, type in:
C:\OOII>OOII LOCAL
To sign on as the SysOp, when you are asked to:
"What is your real name?"
-/\-:
Type in 'SYSOP' and press return. The screen will then display:
"Access Code: "
Now type in your password you selected from OOCONFIG. Presto! You have just
signed on as the Sysop.
To understand more of the game play, read USERDOCS.TXT (the Player's Guide).
RUNNING OOII AS A DOOR
~~~~~~~~~~~~~~~~~~~~~~
A program called OOINFO.EXE is used to get the information from the main BBS
needed for OOII. OOINFO is invoked in the door batch file. When executed, it
reads the selected data files of the BBS (PCBOARD.DAT, DOOR.SYS, etc). It
then creates a text file called BBSINFO.OO in which OOII reads at startup.
Here is a sample batch file:
CD\OOII
OOINFO 4 \BBS\
OOII
CD\BBS
Please read OOINFO.DOC for more information on the exact setup for your batch
file.
BBSINFO.OO (created from OOINFO.EXE)
~~~~~~~~~~
BBSINFO.OO (a standard text file) contains the following information:
<Full Name> FIRST LAST
<Com Port> 0 = local, 1 = Com1, 2 = Com2
<Baud Rate> 0-38400
<Time Remaining> 0-999
In case OOINFO.EXE doesn't work for you, it might be possible to create your
own conversion program that works specifically for your BBS.
ONLINE KEYS
~~~~~~~~~~~
The SysOp has access to function keys that can be applied when a user is
on-line or if the SysOp is on-line himself. Pressing F1 displays:
F1 : Help
F2 : Eject user!
F3 : Time - 2
F4 : Time + 2
F5 : Enter chat mode / "*" = exit chat
F6 : Monsters on/off
F10 : Sysop Access on/off
Eject User:
This function key automatically throws the user offline.
Time +/- 2:
To adjust a players time up or down, use F3 and F4 accordingly.
Chat Mode:
To chat with a player currently on-line, hit F5, and begin typing. When
you are finished in chat, type '*' on a blank line and then proceed with
a carriage return. Time is being consumed when you chat, so don't forget to
boost up the players time if you've entered chat on your own request.
Monsters On/Off:
This function key turns the Monsters on and off. This key is rarely used and
is basically used for testing purposes.
Sysop Access:
The Sysop's power is very little, seeing as how he/she can play like any
other player can. Once the Sysop signs on (whether locally or remotely),
the SYSOP access key will be on. The only real benefit of having this
key is bypassing the "hours-between-calls" field. If another user is knocked
off-line because of call-waiting, the Sysop may let that user back onto the
game. This key must be pressed while the logon screen in being displayed
to avoid the time wait.
COMMUNICATIONS POST/FEEDBACK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You may get to the Communications Post from the Main Hall by pressing 'C'.
From here, you may read/write messages and various other things. All feed-
back left from the other users will be stored as E-Mail to you. All mail is
private and may not be accessed by anyone who it is not addressed to.
Encourage POSTING messages! It keeps the game fun, and if you don't watch
out, Hydrites will pick up a Transmitter and relay messages back to the
Complex for all to read. The 'D'elete option allows you to kill a message
that might contain abussive or unnecessary language. Keep good judgement.
PLAYING THE SYSOP
~~~~~~~~~~~~~~~~~
In a quick summary of USERDOCS.TXT, you are the commander of the only
remaining Complex on the planet, in charge of a small band of people (your
players). The Sysop doesn't have any super-human powers, such as instant
death to opponents, and he/she is just as vulnerable to death as the other
players are. In fact, you may even PLAY the game along with your users.
However, you should allow the other players time to play the game also. If
you should happen to die, you will be able to resurrect yourself, and it is
impossible to delete your player.
TEXT FILES
~~~~~~~~~~
All files that end with the extension .TXT may be edited by a word processor
for your own personal convenience. Most of the text files are situated in a
"compacted" form rather than in separate text files. These files CAN be ansi
files, but they were made plain ascii due to the varied computer types of the
players.
LOGON.TXT:
This file contains the title screens that appear when OOII II is loaded.
There are a total of five pre-drawn screens. You may edit them or create
your own. There must always be five screens.
MENUS.TXT:
This file contains the different menus that OOII uses. They are in a
picturesque form so users can understand where they are and what they can
do more clearly.
USERDOCS.TXT:
This file contains the players' manuals that can be read in Head Quarters
from the Information Cabinets. The manuals can be viewed at signup time
also.
BULLETIN.TXT:
In the Barracks, pressing 'B' will display this text file. The current
bulletin is the revisions made to the game since its last update. If
there is no bulletin, NEWS.TXT will be displayed if it exists.
NEWS.TXT:
This file will be displayed directly after a user signs on. You can edit
this also to your likings on any information that be necessary to the
players.
INVNTORY.TXT:
This file contains different ascii pictures of the items in the game. You
may view this file from the Supply Room in Inventory.
MONSTERS.TXT: -- Where did it GO?!
This file was taken out and replaced inside of the MONSTER.DAT file. The
only way these monster descriptions can be changed is through the upcoming
Monster Editor (not yet released). Sorry for this inconvience for all Sysops
who enjoy making their own monster descriptions.
OOIITOP.EXE
~~~~~~~~~~~
This is the Top 10 bulletin generator. You can run this program at the end of
your door batch file to create a listing of the Top 10 players. Please read
OOIITOP.DOC on how to setup the program in your batch file.
MULTI-NODES:
~~~~~~~~~~~
A quick attempt has been made to prevent multiple nodes from accessing OOII at
the same time. Having two nodes loading the game at the same time could
result in a system lockup. In order to prevent this, a text file named
OONODE.DAT keeps track if someone is logged onto the game. It exists if the
game is in use. When another user tries to access OOII and finds that
OONODE.DAT exists, the program will inform the user and abort the loading,
returning that user back to the BBS. If the file OONODE.DAT does not exist,
the game is not in use and may be accessed. This is all done automatically
and provides for a security system for Sysops running multi-node systems.
This process only functions when the "Running more than 1 node" in OOCONFIG is
set to 'Y'.
BAUD RATES:
~~~~~~~~~~
Overkill II has been tested at 19.2k baud successfully. If you plan on
running OOII with baud rates of 9600 or above, you will need to install a
fossil driver (namely drivers X00 or BNU). These fossil drivers can be found
on any local public domain BBS.
WHAT'S COMING IN THE FUTURE!
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Some major additions to the game are going to be:
The Spaceship, Air Force Bases, Overkill "intelligence", Satellites, and
the long awaited Monster Editor (to be distributed separately).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
That's basically all the information you should need to get Overkill II up
and running! I hope you really enjoy the door and hopefully your users will
find the same enjoyment as my home users do!
I'm sorry if you find any bugs still lurking within, but please notify:
Tom Hazel
Info Quest RBBS (New Callers Here!)
(618) 529-3724 / (618) 549-4710
FREQ: 8:970/201
8:970/202
1:2222/201
You can also reach us through Echomail in FidoNet's DOORWARE, ON-LINE GAMES,
and the DDS echo (Door Distribution System).
Thanks again!
Dustin Nulf & Tom Hazel