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MELEE.CFG
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Text File
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1991-12-29
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8KB
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137 lines
1
1
128
74
1:128/74@FidoNet
c:\msgbase\
c:\melee\private\
c:\bbs\
c:\data\bulletme.clr
c:\data\bulletme.msg
0
TRUE
TRUE
c:\melee\visitors\
FALSE
20
QUICK
48
FALSE
DORINFO
000000000000
Thanks MUCH, to Alex Dwelis, Alpha Tester, for all his help!
TRUE
<MELEE> Man, I'm never going back to Prisoners' Isle!
FALSE
-------------------------------------------------------------
Use Any Comments You Want BELOW This Line... Remember: When a line instruction
gives the example in ALL CAPS, then you should ensure that that line in the
configuration is also typed only in all caps.
Line 1: The number on the Dorinfo#.def File (BBS Node the game is run from).
Line 2: Your FidoNet Zone. (Lines 2, 3, 4 and 5 can reflect any Net you wish).
If you run a non-Net BBS, set lines 2, 3, 4, and 5 to 0.
Line 3: Your FidoNet Net Number.
Line 4: Your FidoNet Node Number.
Line 5: Your Full NetMail Address with Domain. If you do not run a BBS which
is a member of an Echo Network, you can put any BBS-identifying string
here as long as it no longer than 20 characters (eg., something as
simple as a pretend address: 0:567/1001@KatoNet, or something quirky,
like a BBS advertisement: Eat at Joe's BBS!). This "address" will show
up only in the text part of Blood Match Challenge messages, and Blood
Match Challenge Results messages, which are posted by the game if you
run a FidoNet-compatible message base.
Line 6: The Path where MELEE should put your MELEE Echomail message files.
This is a separate directory if you run Fido-style message areas. If
you run Hudson-style (QuickBBS/RA) this is where your message base
files (*.bbs for RA) are located. For your external configuration, the
Echo Tag is hardcoded as MELEE. If you run a non-echomail board, this
is the directory where you want MELEE to put the public ascii message
files for all players to read. (Reading of messages is only internal
to the game if you are running a non-echo message base, using ASCII in
line 17 (very clumsy internal message reader). For echomail systems,
the reading of messages must be done externally (from the BBS).
Line 7: The Path to the directory where you want the private messages to go.
Line 8: The Path where Dorinfo1.Def (or door.sys) will be found (exitinfo is
not required, and not used if present).
Line 9: The full Path and FileName you want for your ANSI bulletin file. Or
NONE if you don't want one generated.
Line 10:The full Path and FileName you want for your ASCII bulletin file. Or
NONE if you don't want one generated. (Current version will make one,
regardless of what you want... kind of like life, eh?)
Line 11:The SysOp's delay. Increase this number only if MELEE is running too
fast on your machine. Every increase of 100 will increase the length
of the time the messages are displayed by about .1 seconds. Don't over
do it and make the game (especially the real-time combat!) run too
slowly. Set to 0 to disable. Most users running MELEE under DesqView
will need to set this above 0. Experiment if necessary.
Line 12:Export check. Set to TRUE if you want to send/receive export/imported
Warriors for MELEE. Set to FALSE to disable this function. (Make it
ALL upper case!) NOTE: Do NOT set this to TRUE if you have less than
four players in your game! (This will be cleaned up in time, but I
ain't there yet!)
Line 13:EMS Check. Set to TRUE to allow MELEE to find and use EMS memory for
overlays. This will speed up game running, and lower disk accessing.
Set to FALSE to disable use of EMS. (Upper case as well!). If you
don't have enough EMS, a double-size overlay buffer will be used.
Line 14:Disk and Directory where you would like the rankings program to place
outbound (top-ranked) Warriors (see line 12). Rankings program will
abort with a run-time error if you botch this line! This file will be
archived for easy export. (You must have PKZIP.EXE in somewhere in your
path) If you send your Warriors to 1:128/74, they will be placed where
others thoughout the world can File Request them for importation into
their own MELEE guild! Warrior files are maintained for 20 days, then
deleted if not updated.
Line 15:Skip Fossil Driver De-Initialization. Set to TRUE if you want MELEE to
leave the the fossil driver alone upon exiting. Most systems will want
this set to FALSE, but if you run more than one com port, you may want
to set this to TRUE (use all caps) so the fossil is left initialized.
Line 16:Number of days before a Warrior who has not been active is deleted
from the roster. Also number of days a Visiting Warrior remains "in
town." Set to 0 to disable purging (not recommended).
Line 17:Type of message base you are using. Line must read either QUICK (for
QuickBBS/RA-compatible message bases), or FIDO (for systems using the
Fido-style (with a separate directory for each conference) message
bases), or ASCII (if your bulletin board does not participate in any
FidoNet-standard echomail conferences. Use all capital letters, please.
Line 18:Board Number of the MELEE Echo Conference if you use a QUICK-style
message area (see line 17). If you use a FIDO-style, or run a non-
echomail board (line 17 set to ASCII), set this to 9999.
Line 19:Must read either QBBS or RA100 if want to use a Hudson-style message
base with MELEE. Otherwise set to FALSE.
Line 20:Type of dropfile to look for in the directory specified in line 8.
Must be set to either DOORSYS or DORINFO (both versions of each of
these files are supported. Remember, if you want to use a door.sys
dropfile, then you MUST use a MELEE.INF file (see sysop.doc) if you
want your registration to show (assuming you ever want to register).
Line 21:Registration Key. If you are running MELEE unregistered, then this
should be set to 0 (zero). When MELEE is registered you will be given
a key to enter on this line which will instruct MELEE to proclaim to
all the you have registered the game. Alphabetic characters in this
string, when registered, must be upper case.
Line 22:Name of user who registered MELEE. You can put anything you want in
this line, up to 70 characters, including spaces. Allows the SysOp to
give credit where credit is due, or send changing messages to the
players....this line only shows when the game is registered.
Line 23:Use CTS handshaking with the modem. Leave TRUE to keep CTS (clear-
to-send) enabled. If you have problems with some ANSI screens not
fully displaying through the modem, or get exits with a DOS error-
level of 7 (as happens when some systems run BNU with HST modems),
try setting this to FALSE to solve the problem.
Line 24:Enter a 55-character Origin line here if you use a Fidonet echo
for your MELEE message base (not yet fully implemented). MELEE still
relies on your echomail processor to append the origin line. I'm
workin' on it!
Line 25:Set to TRUE if you run a multi-node system under either Remote Access
or QuickBBS. If you run single line or ANY other brand of bbs, set to
FALSE!
NOTE: 1) You must make all directories yourself. MELEE will not create them.
2) To operate with EXPORTS enabled (required for beta testers), you must
have a directory called IMPORTS directly above your MELEE directory
(eg., \BBS\MELEE\IMPORTS). This is where the rankings.exe program
will look for visiting Warriors to import. This must be IMPORTS, and
not IMPORT or anything else!