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!