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-
-
- OOSETUP.DOC is the manual for using the Operation: Overkill configuration
- program, OOSETUP.EXE.
-
-
-
- [ LOADING OOSETUP.EXE ]
- ~~~~~~~~~~~~~~~~~~~
-
- Prior to loading up OOSETUP, you must first be in your Overkill
- directory. To load up OOSETUP, simply type in "OOSETUP".
-
- After typing in "OOSETUP" to load the configuration program, OOSETUP will
- check for its configuration file, OOCONFIG.DAT. If you are running
- OOSETUP for the first time, a configuration file called OOCONFIG.DAT will
- be created in your current directory. This OOCONFIG.DAT file is a
- standard ascii text file that will store the setup configuration from
- OOSETUP. You can edit this file manually with a text editor, or you may
- use OOSETUP, preferably, to edit your Overkill settings.
-
- Next, OOSETUP checks to see if all the required and optional files are
- present and in their correct directories. If OOSETUP should find any
- required files that are missing or not in the current directories, a
- screen will show you which files are missing. OOSETUP will exit if it
- finds missing required files. Check the disk 1 and disk 2 packages to
- make sure all of files have been unarchived correctly and into your
- Overkill directory.
-
- If all the required files are valid and found, OOSETUP proceeds to the
- Main Configuration menu.
-
-
-
- [ MENU/OPTION SELECTING ]
- ~~~~~~~~~~~~~~~~~~~~~
-
- To select a menu, use the arrow keys or the keypad to move the
- highlighted cursor up and down through the lists. If you want more
- information or help on the highlighted option, press the F1 function key.
- A help box will explain what the configuration option is you've specified
- (see the section of MENU HELP below). If you want to edit this option,
- press <ENTER>. A new menu will then display on your screen. To exit
- from a menu, simply press <ESCape>.
-
- To select an option (from inside a menu), use the arrow keys or keypad to
- move the highlighted cursor up and down the lists. If you want more
- information or help regarding the highlighted option, press the F1
- function key. A help box will explain what the configuration option is
- you've specified (see the section of MENU HELP below). If you want to
- edit the highlighted option, press <ENTER>. An option window will then
- pop up on your screen and prompt you for the new setting of that
- specified option. If you don't want to change the current setting of the
- option you are editing, press <ESCape>. If you are satisfied with the
- new settings you have edited, press <ENTER>. The option window will then
- disappear and the menu will be available again to select another option.
-
- To quit OOSETUP, press <ESCape> from the Main Configuration menu.
- OOSETUP will then ask you if you want to quit, so press 'Y'es. OOSETUP
- then asks you if you want to save any changes made. If you do want to
- save your changes, press 'Y'es, or 'N'o appropriately. If you save your
- changes, the new settings will be saved to the configuration file,
- OOCONFIG.DAT, and OOSETUP will proceed to check for any missing data
- files. If you select 'N'o to saving any changes, OOCONFIG.DAT will not
- be updated, and OOSETUP will not check for any missing files.
-
- OOSETUP then exits cleanly and returns you to standard DOS
- command prompt.
-
-
-
- [ MENUS HELP ]
- ~~~~~~~~~~
-
- To get help on any of the menus or selections in OOSETUP, press F1.
- The below "help" text messages are displayed when pressing F1 on
- the main menu or on an option within a menu.
-
-
- I. Main Configuration Menu
-
- The SYSTEM INFORMATION section is where various options pertaining to
- your hardware and bulletin board are set. These options can be seen
- by selecting this option and more help relating to each option will
- be displayed there.
-
- The GAME INFORMATION section is where the information regarding
- various comparison checks and names can be set. These options can be
- seen more clearly by selecting this option but generally will control
- the restrictions that are imposed upon players during game play.
-
- The PLAYER INFORMATION section is where the information regarding
- starting values for new players and comparisons that effect each
- individual player are found.
-
-
- II. System Information Menu
-
- The BBS NAME is the name of your BBS system. This can be just about
- anything, as long as it is 70 characters or less.
-
- The OOII REGISTRATION CODE is the number that you are given when you
- register your copy of Operation: Overkill. This number is less than
- 20 in length. If you have not registered your copy of Overkill, then
- "NONE" should appear in this selection.
-
- The OOII 1.0 Update Code is the number that you are given when you
- register or update the 1.00/1.10 version of Overkill. This code is a
- string of numbers less than 20 in length. If you have not registered
- or updated your copy of Operation: Overkill to version 1.00/1.10,
- "NONE" should appear in this selection.
-
- The BBS TYPE is the type of bulletin board software that you use.
- The current supported configurations are listed when this option is
- selected and if you find that your software is not in this list,
- please contact the author to find out what is necessary to get your
- system in the supported list.
-
- PATH TO BBS refers to the location where Operation: Overkill should
- look to find the files relating to your BBS system. These files
- contain information regarding Com Port, Baud Rate, Time Remaining and
- various other important information needed by the game. The maximum
- length of this path is 70 characters.
- ┌──────────────────────────────────────────────────────────┐
- │ Examples: PCBoard system => \PCB\ │
- │ RBBS system => D:\BBS\RBBS\ │
- │ │
- │ (NOTE: The actual BBS dropfile to read is not listed!) │
- └──────────────────────────────────────────────────────────┘
-
- Operation: Overkill has the ability to create an ANSI bulletin of the
- Top-10 Players (TOP10.ANS) and the Frontier Log (FRONTIER.ANS). If
- you want these bulletins to be created, enter the path name for the
- files to be created in, or enter "NONE" to disable this feature.
-
- Operation: Overkill also has the ability to create an ASCII bulletin
- of a Top-10 Players (TOP10.ASC) and a Frontier Log (FRONTIER.ASC).
- If you want these bulletins to be created, enter the path name for
- these files to be created in, or enter "NONE" to disable this
- feature.
-
- Different bulletin board packages use different character sets to
- signify a PAUSE during the display of bulletins or text files. To
- this regard, the string to be used for pausing can be selected here.
- This string will be added into the TOPTEN bulletins between each of
- the sections. If you do not want any pause then enter "NONE" for the
- PAUSE STRING. The maximum length of this string is 20. You may need
- to edit OOCONFIG.DAT manually with a text editor if the pause string
- for your BBS software is an extended character (for example, Remote
- Access's pause string is CTRL-A).
-
- Several BBS systems can run multiple copies of Overkill at the same
- time. This is generally done by use of a network system or multi-
- tasking software. If your system has more than one node that can
- access Operation: Overkill at the same time, you should answer YES to
- this option, otherwise, you should answer NO. By answering YES, you
- will be preventing multiple copies of OOII from accessing the data
- files at one time and will prevent the game from corrupting the data
- files. MULTI-NODE AWARE OPERATION does not mean that more than one
- player can play at once, but rather, it means that the game will need
- to watch for multiple players trying to play at the same time.
-
- Those who use multi-tasking software may need to switch to BIOS video
- output. This tells the computer to direct all output through BIOS
- first. BIOS video can prevent "bleed-through" from one window to the
- next in a multi-tasking environment, but at the same time, it may
- slow down the overall speed of the game. If you do see "bleed-
- through" in your multi-tasking windows, you should set this option to
- BIOS, otherwise DIRECT video is generally best for quicker screen
- writes.
-
- Operation: Overkill uses two types of communications routines. One
- is normal communications output which directs output directly through
- the com ports. The other is the FOSSIL routines. If your system
- uses a FOSSIL driver (such as X00, OPUSCOMM, or BNU) then it is
- necessary for you to use this option. Also, if your system can
- maintain a sustained locked baud rate 9600 or higher, then the use of
- a FOSSIL is highly recommended.
-
- Since different machines run at different speeds, the COMBAT DELAY
- needs setting for your machine. The higher this value is set, the
- slower the "Action Combat" will run. A combat fight delay of 35-50
- is the normal/average speed. If you find that the combat is still
- too fast, you may increase this value up to as high as 32000, if need
- be. After testing the game out in local mode, you can load up
- OOSETUP again and adjust this combat delay speed.
-
- PATH TO OOII DATA FILES refers to the location where Operation:
- Overkill looks to find its game data files, such as USERFILE.OO,
- ITEMS.OO, BASES.OO, SQUADRON.OO, FRONTIER.OO, etc. The data files
- can be in the same directory as the main Overkill files or can be
- assigned to a subdirectory (see below for more information on
- setting up multiple games and using alternate configuration files).
-
- PATH TO OOII TEXT FILES refers to the location where Overkill looks
- to find its game text files, such as ASSIST.ASC, LOGON.ASC/ANS,
- INVNTORY.ASC, DISEASES.ASC, etc.(*.ANS/ASC files). Like the data
- files, the text files can be located in the same directory as the
- main Overkill files, or they can be assigned to a subdirectory
- (see below for more information on setting up multiple games and
- using alternate configuration files). The maximum length of this
- path is 70 characters.
- ┌──────────────────────────────┐
- │ Examples: \OOII\ │
- │ D:\DOORS\OOII\ │
- └──────────────────────────────┘
-
- PATH TO NEWS.ASC TEXT FILE is the directory that the game's NEWS.ASC
- file is located. This NEWS.ASC is a news bulletin that is displayed
- when a user logs into the game. This option has been added so that
- Sysops can use separate NEWS.ASC files if running multiple games.
-
- PATH TO BANNED.DAT DATA FILE refers to the location where Operation:
- Overkill looks to find the file BANNED.DAT. This file contains the
- real names of players who can be "banned" (or prevented) from playing
- the game. This file can be edited with any standard text editor.
-
-
- III. Game Information Menu
-
- The COMPLEX NAME is the name used for the Main Complex (building) in
- the game. This name can be just about anything as long as it is 20
- characters or less.
-
- The NAME OF THE MAP FILE is the name of the file that is to be used
- for the terrain in the game. This file must be in its appropriate
- directory (the data file directory, if one is specified). The
- default map file is VIDLAND.MAP (beginner map). Other map files
- are included in the package and must be unarchived in order to be used.
-
- The NUMBER OF MINUTES PER PLAY is the total number minutes a player
- is allowed to play each time they enter the game. This can be
- anywhere between 5 minutes to 120 minutes. This parameter is listed
- in minutes.
-
- The TIMES PER DAY TO PLAY refers to the number of times a player is
- allowed to enter the game each day. This can range between 1 and 99
- times per day.
-
- The MINUTES TO WAIT BETWEEN CALLS refers to the number of minutes
- that a player must wait before they are allowed to reenter the game.
- The range must be between 0 and 1000000 (minutes), and the default
- is usually 4 hours for a fair game.
-
- A new field of TOTAL MINUTES PER DAY has been added to allow Sysops
- to configure how many much time a user gets in the game per day.
- This can be used effectively if Sysop wishes to set Minutes to Wait
- Between Calls to 0 and Times Per Day to Play to a high number. This
- way, the player can log into the game, rummage around for 10 or 15
- minutes, log out, and then call back at a later time and finish up
- his remaining time.
-
- During the game, a player can PAGE the Sysop by using the "!" key.
- This is restricted between the START CHAT TIME and the ENDING CHAT
- TIME and is listed by military time. The one restriction is that the
- starting time MUST be before the ending time. This restriction
- prevents odd chat hours, like 22:00-12:00, but most people will not
- use these type of chat hours.
-
- During the game, the enemies of the Human race (Hydrites) may attempt
- to kidnap players and take them as prisoners of war. To prevent new
- players from being kidnapped, the Sysop can set the minimum level
- that a player can be kidnapped. The default value is level 4, but
- this can changed to any value between 0 and 10, depending on the
- expertise of the players or difficulty of the game the Sysop wants to
- enhance.
-
- In order to keep the records clean of players that have decided to
- try the game and then later for some reason decide not to play
- anymore (for shame!), Overkill does a cleanup of old players. If a
- player has not entered the game for this many days, their record will
- be deleted from the game so that new players can use this space. The
- DELETION DAYS can range between 1 and 365 days but is generally set
- to 21 days (three weeks).
-
- During the game, an entity can be encountered (called the Oracle).
- The Oracle generally assists lower level players, increases
- attributes, and/or gives words of wisdom to the players. To prevent
- excessive use of the Oracle ("Oracle Hunting") to pump up players
- stats, a threshold value for the maximum number of times per day that
- the Oracle can be found is instated. This value is best set at 10
- but may be changed between 1 and 99 by the Sysop.
-
- During the game, things that happen to the players in the game are
- recorded into the Frontier Log. This log is viewable by all players
- but can grow to large lengths if not maintained. This is FRONTIER
- LOG MAXIMUM is the number of lines that the Frontier Log can grow
- before being truncated. 150 lines is the default log length.
-
- This is the current status of the game in this directory and will
- show FIRST INSTALL if no data files are found. If the game is IN
- PROGRESS, it will be shown as such but can be changed to the option
- of RESET GAME. If changed, RESET GAME can be converted back, but if
- left as RESET GAME, all data files will be re-initialized, and the
- game will be reset upon exit of OOSETUP.
-
- During the game, the enemies of the Human race (Hydrites), may
- attempt to attack the Complex (where most players are camped). The
- AVERAGE PLAYER LEVEL determines whether the Complex is attacked or
- not. If the average player level is equal to or above this minimum
- value, the Complex will be attacked by the Hydrites. The default
- value for this field is 4. The lower this value is set, the sooner
- the Hydrites will begin to attack the Complex.
-
-
-
-
-
- IV. Player Information Menu
-
- Each player can build a base in the wastelands (much like the main
- Complex). However, there is a limit of 40 bases at any one time in
- the game. Therefore, it is best to limit the MAXIMUM NUMBER OF BASES
- that a single player can build during the game. This prevents one
- player from monopolizing all the of bases and leaves some openings
- for other players to create bases without exceeding the 40 limit.
-
- In the main Complex of the game, there is a Gaming Room where players
- can join in on competitive games with other players. Generally, most
- players do not spend excessive amounts of time here, but players can
- abuse the use of the Games Room to get wealthy. Therefore, a limit
- is generally set at 10 games but can be changed to any value between
- 0 and 100 games. This is a "per play" value and not a "per day"
- value.
-
- During game play, a player that travels around the wastelands has a
- certain amount of "moves", or turns, until he/she is hungry. TURNS
- UNTIL HUNGRY is generally set to 75 but can be changed to any value
- between 10 and 255 moves.
-
- When players first create their characters, their total statistics
- (Strength + Dexterity + Health) will be a variation of the STARTING
- STATISTICS TOTAL. During game testing, this value has been set to
- 56, which allows players to start with stats of about 19 for each
- attribute. The Sysop may decide to have games with less powerful or
- more powerful starting characters. The starting statistics total can
- be range from 3 to 128. A value of 3 would give players a STR of 1,
- DEX of 1, HEALTH of 1, which is extremely low.
-
- Each new player in the game generally gets about 2000 water crystals
- to spend. The Sysop may wish for players to have more starting
- equipment, thus giving them more starting crystals to spend. The
- default amount gives players enough crystals for the basic supplies.
- This value can be changed to any value between 1 and 1000000.
-
- Generally, each player will start the game with no long range weapon.
- However, this can be changed to any one of the weapons that can be
- purchased from the Supply Room, if the Sysop so desires. Special
- weapons MUST be earned and can not be given to starting players
- through OOSETUP. Each weapon that requires ammo will receive 50
- rounds initially; more ammo must be purchased.
-
- Generally, each player will start the game with no hand-to-hand
- weapon. Similar to the long range weapon, this can be changed to any
- one of the weapons that can be purchased from the Supply Room.
- Again, special weapons MUST be earned and can not be given to
- starting players with OOSETUP. Each weapon that requires ammo will
- receive 50 rounds initially; more ammo must be purchased.
-
- Like the weapons, each player will start the game without any armor.
- This setting can be changed to any of types of armor that can be
- purchased from the Supply Room.
-
-
-
- [ MULTIPLE DIRECTORIES/CONFIGURATION FILES ]
-
-
- (Please note that this section is also found in the OOII.DOC manual)
-
-
- One complaint in the last version was that every time a new, individual
- game was to be set up, the ENTIRE package had to be copied over into
- a new directory. So if a Sysop wanted to have five different Overkill
- games running (each game based on difficulty), the entire package had
- to be copied into five separate directories (without extreme batch file
- tooling), which took up an large amount of space!
-
- With the 1.00 version, Overkill breaks this barrier and allows for the
- "sharing" of the main files. To do this, you can specify where you want
- to store the data files and where to store the text files Overkill uses.
- This can be customized with OOSETUP by changing the desired directories
- for the "data" and the "text" storage.
-
- └OVERKILL┐
- ├DATA
- └TEXT
-
- As an example for a one game setup, the main directory will be the basic
- "C:\OVERKILL\". Now, say that you wanted to split up the data and the
- text files into different directories. So, make two new directories:
- one in "C:\OVERKILL\DATA\" and one in "C:\OVERKILL\TEXT\". Next, you
- will have to copy all the ansi files (*.ANS) and ascii files (*.ASC) to
- the text directory, "C:\OVERKILL\TEXT\". Then, when you execute OOSETUP,
- change the "data" path and "text" path to these newly created directories
- in Menu 1. When OOSETUP exits, it will then create the data files in
- the "C:\OVERKILL\DATA\" path. Finally, load up OOSETUP one last time,
- and it should tell you what files are missing or out of place. If any
- appear on your screen, simply exit OOSETUP and copy the files from the
- main Overkill directory to their correct directories.
-
- For a multi-game setup, the process is similar. It's difficulty (or
- ease) depends on how complex you want to make your set up! For example,
- you can create two games that branch off from the main "C:\OVERKILL\"
- directory, as so:
- └OVERKILL┐
- ├GAME1
- └GAME2
-
- Since most Sysops do not edit the text files of the game to their own
- likings, we can leave the "text" directory in "C:\OVERKILL\", while
- selecting the "data" to the different "C:\OVERKILL\GAME1\" and
- "C:\OVERKILL\GAME2\" directories.
-
- Now, the question is how will Overkill know which configuration file
- to read in if OOCONFIG.DAT is stored in "C:\OVERKILL\"? There are
- several ways one could do this, but the easy way is to add a parameter
- to your door batch file (which will be the name of the desired
- configuration file).
-
- If you want to load up Overkill using GAME1's configuration, you can
- create a new configuration file called GAME1.DAT, instead of the standard
- OOCONFIG.DAT file. To create a configuration file of GAME1.DAT, simply
- type in: "OOSETUP GAME1.DAT". To create a configuration file for GAME2,
- you would enter "OOSETUP GAME2.DAT". In your batch files to load up
- each game, you specify which configuration file you wish to use by
- putting it after each program name. For example, GAME1's batch file
- could look as so:
-
- cd\overkill
- ooinfo GAME1.DAT 10 \bbs\ 1
- maintoo GAME1.DAT
- ooii GAME1.DAT
- cd\bbs
-
- ...or similarly for GAME2:
-
- cd\overkill
- ooinfo GAME2.DAT 10 \bbs\ 1
- maintoo GAME2.DAT
- ooii GAME2.DAT
- cd\bbs
-
- With this multi-game setup, Overkill only uses its programs from the
- main "C:\OVERKILL\" directory and doesn't need to be copied over into
- new directories each time you want to add a new game. Here are the
- basic steps again to add a new game:
-
- 1) Create a new subdirectory, like "C:\OVERKILL\GAME1".
- 2) Load OOSETUP with the desired configuration file name, such
- as "OOSETUP GAME1.DAT"
- 3) Change the "data" path to the new directory that you added in
- step 1. This is done in OOSETUP from the System Information menu.
- 4) When you exit and save OOSETUP, the new data files will be created.
- 5) When creating your batch file to load up this new game, remember to
- add the name of the configuration file that you want Overkill to
- use (ie: MAINTOO GAME1.DAT, OOII GAME1.DAT, etc.)
- 6) Load up OOSETUP one last time to see if any files are out of place,
- and if they are, copy the files from your main Overkill directory
- to the directory where the files are required.
-
-