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UPGRADE.DOC
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1997-02-16
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UPGRADING from v5.0 or v5.1 TO v5.2:
===================================
VERY IMPORTANT! These files MUST be moved from your TQFN directory before
unarchiving the new archive in there:
UMN.DAT
DH.DAT
BADPLAY.LST <- ONLY if you have locked anyone out of the game.
BADWORDS.LST <- ONLY if you have entered any of your OWN bad words.
Move the above files to a TEMP directory for now, move the QUESTV52.EXE file
into your TQFN directory and run it. When it asks if you would like to
overwrite the first file, answer "A" to overwrite ALL files. This will not
effect your current game, but the above files MUST be moved, in particular
UMN.DAT. Once the archive has run and all files have been overwritten, then
move the above files back to your main TQFN directory, overwriting the new
ones that came with the archive. That's it!
WHAT'S NEW IN v5.2?
===================
-> Finally *TOTALLY* did away with that annoying bug that would sometimes
leave exiting users online! I thought this one would get the better of
me and sometimes multinode is more trouble than it's worth...but it
should be fixed now :)
-> For some strange reason...I don't know about you, but that darn Village
Statue would not give me a thing for an entire full game that I played!
This one has got me baffled since the code in this routine has not
changed from v4.4 and it worked fine there, but I decided to change it
somewhat anyway and it's fine now. One of those gremlin things...
WHAT'S NEW IN v5.1?
===================
-> Well, since I had already released the PATCH archive for v5.0, I thought
I would continue to do that, but you know what? Having OLD .EXE's in the
main TQFN archive sitting on my BBS and on the Internet HomePage just
drove me crazy :) I would much prefer to release a new version than
PATCH files. I thought I would try it...there...I tried it, didn't like
it, so here we are. That's why Lounge Software doors seem to have
higher version numbers than some other doors out there. No PATCHes and
as well, if there is more than a few fixes, then a new version number!
-> This NEW version also includes a few small clean ups here and there, so
it's not like it just has the same .EXE's as in the PATCH file that was
released...You didn't waste your hard earned money getting this new
archive!
-> There was this annoying little "Any Key" prompt after the user deposited
their money in Jungle Savings & Loan. What it was SUPPOSED to do, is
take the money and then redraw the screen right away, showing the change
in rubies, in the bank. It now does that, with no "Any Key" prompt!
-> You know what? Della Moore was right! There was a tiny bug in the
CONFIG program, that would not override the defaults for questions 5 - 9
if ALL of the entries were not entered. Meaning, if you entered
questions 1 - 4 which need to be entered and tried to change just 1 or 2
of the remaining questions, CONFIG.EXE would not save your entries. If
you changed ALL of the 5 - 9 questions, then it would save. Argh! It
of course, has been fixed now.
-> There were a few other small fixes, but I won't bore you with the
programmer lingo, if you know what I mean :)
UPGRADING from any version to v5.0:
==================================
Due to many, many changes in this latest installment of TQFN, upgrading is
not an option...Sorry folks. Here's the best thing to do: DELETE what you
have on your hard drive now for TQFN and reinstall it as if it was new. Be
sure of course if you have TQFN REGISTERED that you move your .KEY file to
a TEMP DIRECTORY for now!
WHAT'S NEW IN v5.0?
===================
-> What isn't?
-> Revamped the CONFIGURATION UTILITY. I always seem to tire rather quickly
of how things look overall. Basically the changes are more cosmetic than
anything else. I'll let you in on a little secret here...I accidentally
deleted the OLD configuration code...oops! Figured it was as good a time
as any to revamp it then :)
-> Just about ALL ANSI'S are brand new in TQFN this time around. Users and
Sysop's alike were asking for the game to be a bit more colorful and
graphical, so here ya go! I think the overall look of TQFN has improved
ten fold!
-> MULTINODE! MULTINODE! MULTINODE! Yes, TQFN is now FULLY MULTINODE! It
took a lot of work and a lot of testing but the game can now be run on
ANY system! You non-programmers out there would not beleive the work
that goes into making a game multinode...sheesh. A Sysop saying "Why
don't you just make it multinode?" is like saying, "Why don't you just
rip apart a car engine and put it back together again?" :)
-> Another option was added at the Village menu. The OLD INACTIVE VOLCANO
is now part of TQFN. Is it inactive though? Users will now encounter the
Old Keeper in the Volcano. He keeps some secret potions down there to help
a player out and of course there is the Curse Master who can help you out
when you want to get another player. :) Putting a curse on another player
will reduce their health to 50% and they will be unable to heal themselves
above that until the next day they play after the initial day they play
with the curse on. The Curse Master also has a couple of other types of
curses that will get you player a bit of extra experience of rubies!
-> The maintenance program has gone EXTERNAL now, as opposed to running in
the game. I know a lot of authors say things like, no external maint to
worry about, the game takes care of everything when the first player of
the day enters the game...The only problem with this in this day and age
of BBS's battling the Internet for users, is some systems do not get that
many calls per day and the game may NOT be entered by ANYONE that day.
The bank interest will not be calculated for that day if this happens and
the inactivity check of 14 days, may end up being more like 30 days.
Just add a call to: QMAINT.EXE
in your nightly event .BAT file. QMAINT.EXE is also FULLY MULTINODE so
all nodes DO NOT have to be down in order for it to run :) Be sure that
you change to your TQFN directory first...This MUST be run from the TQFN
directory in order for it to work properly (otherwise it can't find the
files, right?). I make mention of this because I did actually come across
a Sysop who was running the maintenance program for another Lounge Software
door, but had moved the maintenance program to another directory. Just in
case ya' didn't know!
-> In order to clean up the directory a bit, the player mail files have
been moved to a MAIL subdirectory and all of the ANSI screens have been
moved to an ANSI subdirectory. EPM's still need to be installed in your
MAIN TQFN directory though.
-> TQFN can no longer be played LOCALLY. Meaning you cannot just run it
locally from the DOS command line in the TQFN directory. You MUST run it
locally via your BBS. Log onto your BBS locally and play TQFN that way.
This change had to be made because of the multinode status. When TQFN
went to EPM's for example, if you WERE playing it from the DOS prompt in
the TQFN directory, it automatically defaults to your name as Sysop and
Node 1. Since this is not always the case...ex. My friend has his local
node as node 2, then TQFN would get lost as to who is on which node.
Can't have that can we? If you run it LOCALLY via your BBS, you will have
no problems because it checks the Drop File for it's node number and the
person using the door. I knew we would lose something when going to
multinode! This is the way that the com routine library is written, sorry
folks, nothing I could do about it.
-> That's it! Whew! Talk about a lot of work. Hope you and your users
enjoy the ALL NEW TQFN!
Jim Webb
Lounge Software