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- Changes to NodeMsg 1.01
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- o This version has been modified so that when run from RASIS
- (next version, 2.02) it will not clear the screen. Under
- normal command line run, the screen is cleared.
-
- o Certian new features have been made available only in REGISTERED
- mode. See NODEMSG.REG These registered only features are
- marked with {+}
-
- o Editing: The TAB key will now tab over 8 spaces in the
- message window.
-
- o If no command is given on the command line, you are taken to
- the Who's Online Window.
-
- o The Who's Online window is now the main window..... if you
- "Send" a message, either successfully, or you abort (Q), you
- will be returned to the Who's Online window.
-
- o The TEST - Dump Msg To Screen function, will pause for a
- keypress, if the RA Wait_For_Enter character (Ctl-A) is found
- in the message.
- Thus you can test importing a large message, and see just how it
- will be displayed to the user online.
-
- o If you choose <S>end Message from Who's Online, the Node to
- Send to will be the node you were viewing at the time.
- This can be changed at the Send Message window prompt, or
- erased to abort the message. (Backspace to erase, hit Enter)
- Also, pressing ESC when a node number is in the prompt field
- will Abort the send.
-
- o When prompted for Node to send message to, pressing ESC will also
- abort, as well as entering 0 or Blank.
-
- o The Import File function has changed!
- The Ctl-F1 and Alt-F1 are no longer used.
- ** Read this carefully......
- To import a file, the function key MUST be the FIRST key pressed
- in the Editing Session, after the first keypress, all keys are
- accepted as message text.
- If you do not want to import a file, press the Spacebar, the
- first key pressed is not shown in the screen, thus if you start
- typing a message, you would have to do your first key twice.
- Confusing?? Experiment.
-
- The File Import keys are displayed at the top of the Editing Window
- when first shown on screen. They are removed when a key is pressed.
-
- The Import File keys are as such:
-
- F1 - Will import a file named HINEW (no extension) in the
- NodeMsg directory. Meant to send a message (Welcome type)
- when you know a new user has logged on.
-
- F2 - Will import a file called HOLDON (no extension) in the
- NodeMsg directory. Meant to send to a user that pages you,
- while you are tied up, on the phone etc.
-
- You can of course, have any kind of message you wish in the
- above two files. BUT.... to be imported with the Function keys,
- they MUST be named as shown.
-
- {+} F3 - Will prompt for a file to import, just as did the previous
- Ctl and Alt-F1 - Supply full path+name if the file to import
- is NOT in the same directory as NODEMSG.EXE, if it is,
- just the filename is enough.
-
- SPC - The Spacebar will Skip the File Import section.
-
- o If no text has been entered, instead of prompting for a node
- to send to, NodeMsg exits directly back to the Who's Online
- screen.
-
- o The message buffer has been bumped up, you can now Enter or import
- up to 3800 characters. At 76 characters per line (the right margin)
- thats about 54-55 lines.
- More than a screens worth!!
- Less characters per line, means more lines....
-
- If you import a message of this size, make sure that in the
- message, you have a RA_Wait_For_Enter character (Ctl-A) somewhere,
- so it will not scroll past the user. The ^A will be properly
- handled by RA when the message is displayed to the caller, and
- will wait for them to press ENTER before displaying any more.
-
- Try logging on locally, shell out, (Alt-J), run Nodemsg SEND,
- and import the example file IMPORT.... this is a copy of part
- of this file, with some Clt-A's inserted. See how it works.
- When you exit DOS back into RA, it will be displayed to you.
-
- o The SEND command has been enhanced, as before, simply giving the
- SEND command puts you directly into the Edit Window.
-
- But if you supply a Node Number, and a filename, NodeMsg will
- immediatly send that file to the specified Node.
- Command Syntax is:
- {+} NODEMSG SEND <node> <filename>
-
- NO ERROR CHECKING IS DONE ON THE NODE NUMBER YOU SUPPLY
- The file import function is the same as used from the editor, and
- does the same validation on the filename, and follows all rules
- given for Importing into the Editor.
-
- *** Thank's to Bob DaCastello for suggesting this feature! ***
-
- In addition, if instead of supplying a node number to send to, you
- type ALL, NodeMsg will post the specified message file to ALL
- available nodes.
- Command Syntax is:
- {+} NODEMSG SEND ALL <filename>
- ....
- Remember, even if no one is online for a particular node, its no
- problem. RA will erase the node message file when it next fires up
- for that node.
-
- o Support has been added for the USERDOES files, created by some
- Door Programs, and is a means to provide extended information about
- what a user is doing on another node.
-
- NodeMsg first looks in the defined Semaphore Directory for a
- USERDOES.<node>, if not found, it checks the RA system directory,
- if still not found, it displays a message to that effect, else the
- contents of the userdoes file.
-
- The userdoes file generally will only have up to 75 characters in
- a line. Nodemsg actually supports about 90 characters in the line.
- The USERDOES text line is displayed in a 'wrapped' format, on the
- last two lines of the Who's Online Window.
-
- YOU can create a USERDOES file for your Doors and Games, see
- USERDOES.TXT for more info.
-
- NOTE: If the Door/Game does not practice good housekeeping, and
- delete the USERDOES file upon completion, you may get
- a message that really does NOT pertain to the current
- user online, as there is no way for NodeMsg to know if
- this is what the current caller is really doing.
- If you create your own, you need to make sure its deleted
- also when the door/game exits. Again, see USERDOES.TXT
-
- <eof CHANGES>
-