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1994-11-22
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YOUR GAME Version 1.10 -- Program & Design by YOU
Copyright (C) 1999
DISCLAIMER
The author has taken every precaution to insure that no harm
or damage will occur on computer systems operating this package.
Nevertheless, the author shall NOT be held liable for whatever
may happen on your computer system or to any computer systems
which connects to your own as a result of operating this package.
The user assumes full responsibility for the correct operation of
this software package, whether harm or damage results from software
error, hardware malfunction, or operator error. NO warranties are
offered, expressly stated or implied, including without limitation
or restriction any warranties of operation for a particular purpose
and/or merchantability. If you do not agree with this then do NOT
use this program.
LICENSE AGREEMENT
The game program, support files, and documentation are
copyrighted products of the AUTHOR. The AUTHOR reserves all rights
to these products. This is protected by the United States of America
(USA) and International Copyright Laws. In no way shall the
components of the game software package be reproduced
or modified in any form or method without prior expressly written
permission from the AUTHOR.
Tampering with or altering the contents or integrity of the game
software package is prohibited. No fee may be charged by any
agency other than the AUTHOR beyond the cost of distributing
unregistered copies without prior expressly written permission from
the AUTHOR.
A major portion of this software was written by Scott Baker and
Steven Lorenz. Mr. Baker's Doordriver kit and the changes made
by Mr Lorenz have been used for the communications and interrupt
handling and this part of the software remains copyrighted by them.
This game is distributed under the Shareware concept. You are
allowed to operate this game for a trial period of thirty (30)
days. After this trial period, you must register the game
or discontinue its usage. Again if you do not agree with this
then do NOT use this game.
INTRODUCTION:
------------
Way Freight (WFREIGHT) is a game of railroad freight operations on the
single train level which can be played in a normal user log on session
on most BBS's. Players can choose any one of up to 5 different maps on
which to play. As much a strategy/puzzle game as a rail game players are
challenged to deliver anywhere up to 20 freight cars to the appropriate
businesses in the fewest number of moves. No two games are ever exactly
alike.
REQUIREMENTS:
------------
At this point in time the only requirements are FILES=10 (or more) in your
config.sys file and ANSI.SYS. SHARE must also be loaded IF you intend to
use the game in a multi-node environment OR under DesqView. The game is
RIP aware but NOT a RIP Game at this time. A FOSSIL is NOT required to run
the game, although one will be supported if it exists. Automatic time
slicing support is provided to most common multi-taskers as well.
Files Included
--------------
Below is a listing of all files for the this Game. If you are
missing ANY of these files (except for the DOC and FRM files), the game
will NOT function. Feel free to give out copies of the ENTIRE archive
package of this game but please make sure all the files below are in that
package:
TRAINSEC.ANS - ANSI Menu Screen/Display Screen for Way Freight
WFREIGHT.ANS - ANSI Opening Screen for Way Freight
SAMPLE1.BAT - A sample BAT file which runs the game program from the
game directory.
SAMPLE2.BAT - A sample BAT file which runs the game program from any
node directory.
SAMPLE3.BAT - A sample BAT file identical to the one I use on my Single
node WildCat Support BBS.
GAME.CTL - Un-edited Control file for setting up Way Freight and
hereafter referred to in the game documentation as GAME.CTL.
SAMPLE.CTL - A copy of the WFREIGHT.CTL file which I use on my BBS to
run the game (WildCat 3.91S System, 386 33Mhz Computer,
Single Node, 8Mb RAM, DesqView 2.41/QEMM 7.03, BNU Fossil
locking port #1 at 19200 and using FrontDoor 2.02 and a
US Robotics DS Modem, ANSI.sys loaded and SHARE loaded).
KEY.DAT - Dummy Key for Way Freight (Good forever!)
RMAP1.DAT - ASCII Text Map Number 1 for Way Freight
RMAP2.DAT - ASCII Text Map Number 2 for Way Freight
RMAP3.DAT - ASCII Text Map Number 3 for Way Freight
RMAP4.DAT - ASCII Text Map Number 4 for Way Freight
RMAP5.DAT - ASCII Text Map Number 5 for Way Freight
FILE_ID.DIZ - Ascii Description File for BBS Sysops on Way Freight
B4UASK.DOC - Checklist for resolving setup/game play problems
HISTORY.DOC - Way Freight Version History information file
SYSOP.DOC - This text file you are reading
UPGRADE.DOC - Instructions for implementing upgrade to previous version.
WFREIGHT.EXE - Way Freight Main Program and hereafter referred to in the
game documentaion as GAME.EXE.
REGISTER.FRM - Preprinted registration form and mailer
BUGRPT.FRM - Preprinted bug report/suggestion/comment form and mailer
CATALOG.TXT - A catalog with descriptions of all door games available
from me.
INSTRUCT.TXT - Game Player Instructions for Way Freight
WFREIGHT.ZIP - Compressed copy of the above instructions AND the ASCII
text maps for players to look at. You can make this
available on your BBS for download by players of the game.
DDSET661.ZIP - Compressed copy of the DDSETUP.EXE program and associated
files. Use this to make your WFREIGHT.CTL game
configuration file.
Files created by the game when first played:
WFSCORE.DAT - Ascii Yardmasters List Scoreboard and hereafter referred to
in the game documentaion as *SCORE.DAT.
SCORE.DAT - Data file to store player scores between plays
Files created by the game when errors are encountered:
ERROR.LOG - Log of system errors which happen during game play.
Installation
------------
--> NOTE: The word "game" is used in place of the program name for
both the executable file (example GAME.EXE), and the CTL
file (Example GAME.CTL) in the documentation from this
point on. GAMEDIR is used in place of the program directory
in the documentation from this point on.
1. Create a directory for the game (example: "WC30\DOORS\GAMEDIR")
2. Make sure that ALL files listed above from the game package
are moved into that directory.
3. Unzip the DDSET661.ZIP package in the game directory. Type the
Command "DDSETUP" and then the enter key. When asked for the
name of the control file enter "WFREIGHT.CTL" and hit the F5 key
or click on the continue button to continue to the next page.
Use the on-line help key (F1) or click on the Help button for
anything you do not understand how to fill out. There is a
DDSETUP.DOC provided if you need further information on how
to use the DDSETUP.EXE program. Two fully commented versions
are also provided. One is identified as GAME.CTL and this is the
UN-EDITED version and the other is identified as SAMPLE.CTL is
what a CTL file should look like AFTER it is edited (if the commented
lines are left in that is). If for some reason the DDSETUP.EXE
program fails to work on your system you can always manually edit one
of the two examples provided and rename the one you use to
"WFREIGHT.CTL".
Where to put this file?
Put this file wherever you are running the game executable file from.
If you are running multi-node you could put a copy in each node
directory and run from there. If you change directory to the GAME
directory put the file here. See the example SAMPLE#.bat files.
4. Edit the Key.DAT file. Line #1 should be the sysops name, Line
#2 should be the name of the using BBS, do NOT change or edit
line #3.
5. To insure proper multi-node use DOS SHARE must be loaded prior to
the game and prior to DESQview.
6. In order to run the game program online the following parameters may
be used.
"/Bxxxxx" This tells GAME.EXE to lock its baud rate at
xxxxx. In order to get the most efficiency out of a high speed
error correcting modem (9600 baud or above), you may lock the baud
rate to a speed higher than what the caller is actually using.
By locking the baud to say 38,400, the modem can compress text data
that is being sent and achieve a baud rate much higher than the
actual transmission rate.
This will lock the baud rate at the same value for all nodes that
use this command line. If you perfer a more selective way to lock
baud use 'LOCKBAUD' command in the GAME.CTL file.
"/Cx" (where x is 1..4) This specifies a comport number.
Some bbs software does not create door information files (dropfiles)
that contain the comport number. If your bbs does have a comport
listed in the dropfile then there is no need for this parameter.
The default is comport 0, local mode.
"/E" - Expanded Memory Specification If your machine has over one
megabyte of memory, then you may have some available. GAME.EXE can
utilize EMS to improve game performance and reduce conventional
memory requirements.
This command will tell GAME.EXE to use EMS memory to hold its
overlay buffer. Otherwise disc area may be used to hold this buffer.
This needs a memory manager and when enabled and is compatible with
DESQview.
"/L" This tells GAME.EXE to load up in LOCAL mode.
This is good for testing or when a sysop just wants to "try out" the
door without messing with his BBS setup. The "/L" mode will ask the
user for his name and run the door in local mode.
"/Nx" (where x is 1..9) This specifies a "node number".
Some bbs software support multinode environments in which you must
know the node number of the drop file to use. For example, RBBS-PC
uses DORINFOx.DEF. If you specified "/N2" then GAME.EXE would use
DORINFO2.DEF.
"/Mx" (where x is up to 2 filename acceptable characters)
Used to specify one of Multiple control files. If you have created
more than one GAME.CTL file (GAME1.CTL, GAME2.CTL, etc.) for each
node or network PC then you can select the one you want by using
the /M parm.
Example: "/M2" will force GAME.EXE to use GAME2.ctl.
"/Pyyy" This specifies the path to the drop files.
For example, "/PC:\WILDCAT\WCWORK\NODE1" would tell GAME.EXE to
look for the drop file in C:\WILDCAT\WCWORK\NODE1. If this is left
out the program assumes the drop file is local.
"/V" This command will tell GAME.EXE not to show any display
on the local screen. Only a colored screen and a message will be
displayed. The cursor will not move as it will be turned off.
Saves a little processing on multi-tasking systems.
"/W" This flags the program that a network is present even
though no multitaskers are detected. This is useful if the door is
run on a network such as Novell that doesn't use multitaskers.
COMMON ERRORS
003 File path not found. Check to make sure the game directory is
correctly named as GAMEDIR.
201 Files not found. Check to make sure that all required games
files are in the GAMEDIR directory.
7. Install the door into your BBS software (see your BBS software
documentation for more information). A batch file is normally
used to do this. To run the program just have your batch file
change to the GAMEDIR directory and run GAME.EXE - Thats all there
is to it! Three different batch files sample are included to help
you run the game. These are included with the game for editing
and your use. For dorinfo systems use the following:
Sample Batch File
-----------------
COPY DORINFOx.DEF \RBBS\DOORS\GAMEDIR\*.*
CD \RBBS\DOORS\GAMEDIR
GAME x <-=- NODE number !!DO NOT USE "x"!!
del dorinfox.def
CD \WC30
-=*=- Please note that you replace the "x" with the appropriate node
number. Ex: Dorinfo1.def ; Dorinfo2.def ; etc...
8. If you would like a score bulletin just have the game batch file
copy the *SCORE.DAT file to wherever you have your bulletins.
Example:
Copy C:\WC30\DOORS\GAMEDIR\*SCORE.DAT C:\WC30\BULL\BULL11.BBS
Please note that NO *SCORE.DAT or SCORE.DAT files will be generated
UNTIL a player completes a game and has better then a zero (0) score.
If the first player quits BEFORE finishing the game neither of the
files will be created.
9. Surprise! There is NO daily maintenance to be performed.
RESTRICTIONS ON THE UNREGISTERED GAME
-------------------------------------
Until the game is registered the following restrictions are in effect:
a. Players can only have one game choice option at the beginning (usually
means they can choose only one side or one map depending on the game).
b. There will be a slight delay experienced by players at the beginning of
the game.
c. Registering the game disables the above.
d. Once you are registered any future updates can be obtained free
through my BBS and my upgrades are ALWAYS easy to implement!
e. I am always improving my games - so check my BBS for a more current
version.
WHAT TO DO IF THERE ARE PROBLEMS
--------------------------------
Every effort is made to ensure that the game runs correctly before it leaves
my BBS as Shareware. If you are experiencing problems please do the
following BEFORE calling me:
1. Read ALL the SYSOP.DOC to ensure you have setup the program
and have met all the program requirements.
2. Use the B4UASK.DOC as a checklist to ensure that you have
not done anything wrong.
Multinode use
-------------
This game supports multinode use and provides automatic multi-tasker
support (time slice releasing) for a wide variety of multi-taskers.
Common Problems (Locked Bauds, High Speed modems, etc)
------------------------------------------------------
1. The game does NOT require a fossil driver to run.
2. If you are running a high speed modem (9600 baud or above), then I
suggest you run your bbs/mailer/doors at a locked baud rate. On high
speed error correcting modems, locking the baud rate will have a
noticeable increase on the speed of text that is sent. It's beyond
the scope of this document to discuss configuring your BBS and
mailer for a locked baud rate; you may wish to consult those docs
for information on that. Here are a few things to keep in mind when
setting up GAME with a locked baud rate:
a. When using a locked baud rate, I highly recommend using a FOSSIL
driver. This game will work at high speeds without one though.
BNU is a good fossil driver which can even be loaded and unloaded
before and after you run this game.
b. If you are using a fossil, then make sure to tell the fossil
that the port is locked. For BNU, to lock com1: at 38,400, you
would use something like "L0=38400" on BNU's command line.
c. If you lock the baud for one program, it must be locked
for everything. You can't lock the baud for just this game, but
not your BBS/mailer.
d. You may need to use the /B switch on the game.exe Command line
to specify the locked baud rate. For 19,200 this would be "/B19200"
and for 38,400 this would be "/B38400". Please note there is no
space between the "/B" and the baud rate.
3. What follows is some information on possible strange situations
that may occur:
a. Low speed users can play the game, but high speed users get
garbage.
- If you are not using the DORINFOx.DEF or DOOR.SYS drop file
then you may wish to find a converter program to convert
whatever drop file your BBS produces to the DORINFOx.DEF
or DOOR.SYS format and tell game.exe to use that.
Several converter programs are readily available on most
BBS systems. CallDoor is a good one if you can find it.
b. The game hangs up when a user enters the game.
- Sounds like the game is getting the wrong baud rate somehow.
Try switching over to the DOOR.SYS drop file method
if possible.
c. Text and screens are getting cut off.
- If you are running with a locked baud, then this could
be caused by some sort of FLOW CONTROL problem. Try using
a fossil if you aren't already.
d. If you're using something other than the DOOR.SYS drop file,
then I always suggest trying to use DOOR.SYS if possible. It is
the most reliable method and has had the most testing. If that
is not possible try DORINFOx.DEF as an alternative.
e. A door locks up node 1. This can happen with fossils or the
internal communications routines because it uses the default
comport of 1 when NONE is found in the dropfile or game.ctl
file. To correct this make sure the right port is shown in
the dropfile OR game.ctl file.
f. ANSI is reflected correctly on the local screen but the user
is getting garbage. Assuming the user has ANSI installed then
most likely the problem is at your end. First make sure you
have configured the game.ctl file to show the correct locked
port rate. Second make sure the dropfile is passing the locked
port rate INSTEAD of the actual conncet rate. If it is not
passing the locked port rate then you may need to use a
different dropfile format OR use a dropfile converter program
to change the line to show the locked port rate INSTEAD of
the actual connect rate.
"Corrupted" data files
----------------------
It is possible that something could happen to your game data file.
A power outage, game crash, or other event could damage the data
files. If you get one of these messages, then the best thing to do is
eliminate the SCORE.DAT and *SCORE.DAT files and start the game again to
create a new one.
CREDITS:
--------
This relatively small section is just to recognize the GOOD people
who have made the DDPLUS based game a possibility.
Scott Baker -=*=- The authors of the original DoorDriver Kit
and are to be thanked for releasing the
Derrick Parkhurst source code to their great kit! Without
that act of kindness DDPLUS would NOT
be possible and neither would this game.
Scott is the author of several door games,
most notably Land of Devastation,
which uses the original doordriver kit.
Steven Lorenz -=*=- The author of the enhanced add on package
to Scott Bakers DoorDriver Kit. Thanks to
his code modifications, add ons and enhancements
DDPLus is a much more complete and capable
package then originally released in the
DoorDriver Kit. He is also responsible for
the DDPlus setup program which he freely donated.
Steve is the author of several door games, most
notably Railroad Empires, Romans At War, and
Empires at War, all of which use DDPlus.
Bob Dalton -=*=- The author of most of the DDPLus documentation
and contributor of the MISC.PAS and INITOVER.PAS
units used in the game. Bob is the author of
several door games, such as GodFather of Crime,
Rise To Power, Task Force Broadside, Ship of the
Line, Grunt Fest, Way Freight and the Adventure
Door Game Toolkit, all of which use DDPLus.
DESQview is a registered trademark of Quarterdeck Office Systems.
Ripscript & Ripterm are registered trademarks of TeleGrafix Communications.
Where to reach me
-----------------
I can usually be reached at my BBS system, which should be listed in the
section entitled "registration" which is below.
Registration
------------
If you or your users enjoy this game, then please register it.
Registration is $20.00 and you get a key code by mail or posted on my
BBS which will disable the delay, allow players to have more choices,
and entitle you to life time support through my BBS. BBS Support
includes unlimited free updates and upgrades (not like some door game
authors who charge for major upgrades/updates!) through my BBS and access
to the game support conference on my BBS. To register this game
just print out the registration form (REGISTER.FRM) file included with
the game and send it with your check or money order for $20.00 to:
Robert A. Dalton
203 Old Farm Road
Harrison, AR 72601
HOW TO REACH ME BY MODEM
---------------------------
The TANSTAFL BBS (USA)
(501) 741-5699 (USR Dual- 2400 to 14400 baud)
Fidonet 1:391/3010
Reminder: You will be mailed a LETTER with your registration code.
Just allow an appropriate amount of time (a week or two) after dropping your
check in the mail for it to arrive to me and the code to be sent by mail
back to you. If you need it sooner log onto my BBS, leave me a message
telling me you mailed the registration and when I receive your check or
money order I will post a private message on the BBS giving you the key
code. If you do it this way please allow at least a week from the time
you mail it to the time you call and get your code. If you go the BBS
route you will ALSO receive a key code by mail. If you live in NORTH
AMERICA I can also send your key via Netmail, if you would like,
through the FIDO system (only). REMINDER: No disks are sent, if you
need the most current version you must call OR freq my BBS for it.
Bug Reports/Comments/Suggestions
--------------------------------
I have made every attempt to make sure the game is free of bugs, BUT the
possibility always exists that one may have been missed by me or the
playtesters. If you find a bug, or have a suggestion or comment to make
which would make future versions better please print out the BUGRPT.FRM and
mailer, fill it out, and send it to me. I read ALL of them and those people
that lead me to find a bug or generate a better game will receive credit in
the game documentation. PLEASE DO NOT NOTIFY ME OF PROBLEMS AND EXPECT ME
TO FIX THEM IF YOU HAVE FAILED TO PROVIDE ME WITH THE BUGRPT.FRM AND ANY
ERROR.LOG WHICH MIGHT HAVE BEEN GENERATED BY THE GAME DURING PLAY.
FIDO INFORMATION
----------------
My BBS supports file "freq"ing at 9600 baud or above. Just call 1:391/3010.
I also carry a door library of over 350 of the all time best door games
which I try to keep current. For a list of these doors just freq "DOORS".
I am always adding new things to my games so most likely there will be a
later version of the program available on my BBS then the one you have.
For a current version of the game just freq the magic name shown in the
catalog document which is in the game package. For a list of ALL my
files just freq "TANSTAFL.ZIP". If you are a door game/program writer
why not send me a copy of your game/program? If you have a more current
version of a door then I have, please consider sending me a copy as a token
of your appreciation for the service I offer at NO cost to you. Thanks!