home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
BBS Toolkit
/
BBS Toolkit.iso
/
doors_2
/
tw2_1110.zip
/
I.ZIP
/
I.DOC
next >
Wrap
Text File
|
1991-02-08
|
6KB
|
138 lines
I.DOC -- Docs for I, the TW2 Install/Initialization program!
This document contains information on the the regular version of 'I',
as well as the registered version. If you do not have the registered
version, please ignore the extra text.
'I' almost runs without user intervention. 'I' will not assume your BBS or
set-up information, so you will be asked for it. Also, when 'I' checks
warps routes it will, on occasion print out sectors it could not find
a route to. Jot these sector(s) down, and when the initialization is
completed, you may go into the Tradewars editor, and make a warp route
leading to these sectors. This is NOT necessary for the program to run,
but just something you might want to know.
The registered version of 'I' allows you to init more than 1000 sectors.
I have provided the means for you to easily init up to 2000 sectors.
To go higher than 2000 sectors, you will need to put your imagination
into high gear and come up with some port names. You will need to think
of 323 port names for every 1000 sectors you wish to add beyond 2000.
As of release 11.00, I recommend going no higher than 32000 sectors
(or 31 'extra' planes of sectors). This is due to the number of files
'I' will create.
The port names are contained in the files PRTNAMES.D??. For the first 1000
sectors, the file is PRTNAMES.DAT. The port name file for sectors 1001
to 2000 is PRTNAMES.D01 I supply those two files. If you wish to add more
sectors you must create PRTNAMES.D02 for sectors 2001-3000, PRTNAMES.D03
for sectors 3001-4000, and so on. The extensions are numbered in hexidecimal
fashion. So, to count to 32 in hexidecimal would look like this:
0 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
The port name files would be named like so:
PRTNAMES.D01 PRTNAMES.D02 . . . PRTNAMES.D09 PRTNAMES.D0A . . . PRTNAMES.D0F
PRTNAMES.D10 . . . PRTNAMES.D19 PRTNAMES.D1A . . . PRTNAMES.D1F
How to make a PRTNAMES.D?? file:
--------------------------------
First, you need to create a file we'll call PRTNAMES.T??. This file will
contain 323 lines. Each line of PRTNAMES.T?? contains one port name.
Make sure each PRTNAMES file you create contains exactly 323 lines!
It will look something like this when you are creating it:
M099
Sol
NoTaxes
ZZ Toph
Tyr
Warehouse #06
Humble
etc. (323 total lines)
Once you have completed the port name text files, you need to 'compile' them
using EdText. Load your file into EdText (C>EdText PRTNAMES.T??), and the hit
Alt-C to compile the port names. EdText will ask for a filename, you will enter
PRTNAMES.D?? (whichever one you are on) then EdText will compile the text into
a format which 'I' can use.
When you init to more than 1000 sectors, you will be asked how many
sectors you wish to connect the galaxies. these are 1-way warps that
between two stacks of sectors. 'I' creates a text file which list the
'hooks' between the stacks of sectors. They are numbered as follows.
00HOOK01.DAT are the warps between stack 1 and stack 2.
01HOOK02.DAT are the warps between stacks two and three.
You can manually add warps between sector planes using TWEDIT. Using
a little inagination you could come up with some wierd scenarios.
Warps do not have to go between one plane and the next, you can skip
planes.. for instance, lets say you created 5000 sectors. It would be
perfectly fine for you to create a 1-way warp between sector 456 and
4456.. or 3001 and 1096.. etc. There are all kinds of possibilities!
Putting your subscription string into a game in progress:
---------------------------------------------------------
If you have a game in progress, and you wish to put the subscription
string into the game, then you must use the /I option on the command
line. If you use the /I (Insert registration string) command, 'I' will
simply put your registration string into TWMAIN.DAT, and that is all
it will do. The game remains otherwise unchanged, but you can then
gain access to any registered game options.
How to tell an unregistered version of I that you are a registered user:
------------------------------------------------------------------------
When you register TW2, you are actually registering the I program itself.
Once you are registered, you are a registered TradeWars 2 user, forever. The
registered 'I' program you receive will be the key to unlocking future
'registered only' features of the game. To do this, you need to let the
unregistered I program know you are a registered user. This is done
by keeping a copy of your TWMAIN.DAT file which was created by your
registered copy of I. If you lost your TWMAIN.DAT file, re-init your
game using the registered copy of I.EXE (the one I sent to you) Then you
will have a TWMAIN.DAT to work with.
Once you have a registered TWMAIN.DAT in the directory, you can unZIP the
new TW2 files into that directory, and run the new unregistered 'I'
program (if necessary).
If you use the command:
I /R
'I' will retrieve your registration string from TWMAIN.DAT, and then it
will consider itself registered and run as any registered copy of I would.
The executable file iself will remain 'unregistered' so if you wish
to re-init again at some later point, you will still need that registered
TWMAIN.DAT. You might want to keep a copy of TWMAIN.DAT handy.
Running I in 'automated' batch mode:
------------------------------------
If you have run 'I' before, you may have noticed you can pick the percentage
of warps to fill. (Registered users will also be asked if how many warps
to connect planes) If you run 'I' with the /B command line parameter, 'I'
will choose the warp percentage, and number of hooks between planes which
will greatly reduce the need for the operator to be there while initing, lets
say 32000 sectors. It will run by itself after asking all of the BBS
questions.
Problems you say?
-----------------
If you are having problems, feel free to call me, write me, or netmail me.
John Morris
TradeWars Software
2620 Emily St.
Reno, NV 89503
(702)746-1358 (voice)
The Abandoned Land
(702)746-1364 (data)
(702)746-1365 (data)
RBBS-Net 8:919/1 & 2