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MPGS.PPE HISTORY & BUGFIX v3.xx.x *DEMO* (¥ = USER REQUESTS)
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v3.08.4 Fixed an endless loop problem when viewing the 'rules'
04/25/95 Just thouht I would release this limited *DEMO* with
Transfer function and other improvements. There is a
small catch, it does not support pass-through cables.
Only the full registered version has that enabled.
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v3.08.3 Had made some temporary changes to test and forgot to undo
04/18/95 them before compiling, DOOOh! Concerning Carrier Detection
mostly.
Had a 'misplaced' CLS causing some grief :)
Changed HANGUP.PPE and HANGUP2.PPE for better operation.
¥ Moved the bulk of the EXIT display out to a file EXIT.MSG
Checked the waiting LOOP while users are on the Game Server,
seems to be fine...
Seemed I was hardcoding the curser position at the bottom
of the MPGS.PPE Welcome display so if you changed the
WELCOME.MSG file the curser would be in the wrong place.
Fixed!
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v3.08 Fixed it so when you enter a value of .00 in the DEBIT.CFG
04/15/95 file users with the matching security level are not booted
out of the game server.
Had the Time & Credit var's reversed when logging a
user-to-user transaction in the LOG file. Fixed.
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v3.07 ¥ Added the option to STOP Time and boot the user out of the
04/09/95 Game Server when his/her credits fall to a SYSOP set level.
When using passthrough if the user is forced to the BBS by
the PPE and not SYSOP intervention, the user would stay using
the GS until the keyboard timer timed out. Now if low
time or credits brings the User back the the BBS the modem
gets hung up, period (call'ing HANGUP2.PPE). There is no
other way using passthrough to drop the user back to the BBS.
You just don't have that control, sorry, drastic measures are
the only way unless you use 'Switch Cables'.
These special cables keep the modem in TOTAL control of the
BBS at all times, like it should be...
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v3.06 In my CARRIER DETECTION routine I dropped the user back to
04/04/95 the BBS since the user was gone this was senseless, now when
CD is lost, I hangup the modem and PCBoard does an abnormal
logoff via 'call'ing another PPE called HANGUP. This PPE
turns CARRIER DETECTON back on then goes into an endless
loop until PCBoard charges the user for using the MPGS.PPE
and finds no carrier, then it does an abnormal logoff.
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v3.05 Added MPGS.CFG Options:
04/02/95 ¥ 1) Minimun time allowed before Time Transfer disallowed.
¥ 2) Minimum time left online before the User is forced
back to the BBS.
¥ 3) Minimum caller baud rate allowed.
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v3.04 Added to MPGS.CFG Options:
03/31/95 1) Display MONEY or CREDITS
2) Included different SYSOP displays while user is playing
for DesqView windows. Included this release 5 and 6
windows. See WINDOWS.DOC for more info.
Fixed the WHO display so it looks the way it should even
when using CNAV :) (finally found out why is was messed!)
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v3.02
03/25/95
Leave it to the 'kids' to find a way to beat you out of
something... While in the PPE if you dropped CARRIER for
ANY reason the system would not charge for ANY use of the
Game Server. I noticed a lot of this happening with the
'younger' crowd and thought it was just normal telco operation
until I saw a user I *KNEW* had played over an hour with me
that had only $1.20 when we started. On his next logon I
noticed the amount had not changed!, ARG!
Installed my own carrier detection routines, heheh.
(FIXED :)
Also if a user ran out of time completely the system would
logoff that user without charging for the use of the PPE.
(carrier lost)
I put in a routine that if a users time drops below
a set amount they are forced back to the BBS. This aborts
the game in progress but at least they get charged for the
time they were on the Game Server. I may move this out
to the config file for customizing. (DONE)
Now everything should be fine, I also send any carrier
lost or time limit drops to the LOG file.
¥ Added a "WHO" function to the main Welcome screen. :)
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v3.01
03/20/95
Command line parsing for commands 'G' 'T' 'R' and 'H'.
Example -> 'MPGS G' to go to the Server fast.
Fully functional internode time/credit transfer function.
Users must be online to accept transfers. Limits can be set
in the 'TRANSFER.CFG' file. No dilly-dallying allowed in the
Transfer door, if a user(s) spends an unreasonable amount of
time playing, the transfer function will abort. The reason
for this is while waiting the function is looking for a
'drop' file from the 'receiving' user that contains that
users present time/credit balances. Didn't want the system
to be bogged down checking for the file every 1/4 second.
Optimized code for time slicing (os/2). Installed 'delay'
cycles in all 'for-while', 'for-next', and 'repetive loops'
¥ Added a "TOTAL SYSTEM USAGE" routine, Total system usage
is displayed whenever a user exits the Game Server.
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v2.05 *RELEASE*
03/04/95 Okay, Okay, it works already, no more betas <grin>
This is the final shareware version of my program.
Added the Licensing Agreement to the ZIP. Added 6 more
nodes to more closely match the node limit on the APCi
software for a total of 16.
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02/26/95 While the user was on the GS I had the PPE just throwing
Form feed CHR's and the statement "PRESS ENTER TO WAKE THE
BBS" out the com port. It was working fine until I installed
some Hayes ESP COM cards with 2k buffers in them, looked real
bad as it stored them until the modem came back to the BBS and
also since CTS/RTS was over to the GS there was many FLOW
TIME-OUT messages in the log file. Oh, well, users are just
gonna have to remeber to press <ENTER> to wake up the BBS.
(I know it's hard after eating ROCKET Sandwiches :)
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02/17/95 Opps! Moved a VAR and caused the SYSOP OVERIDE to GS command
to fail - Fixed. Installed my Hayes v.34 upgrade and found
the MODEM CONNECT: message was wrapping around because the
Hayes was reporting MODULATION: along with a slew of other
connect stuff. Fixed, (I think).
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02/16/95 Added a SYSOP Overide CHR to force the node off the Game
Server and back to the BBS. Cleaned up the display as garbage
Chr's looked tacky when the relay switched. It's crude, but
works, maybe I'll come up with a better way as time permits.
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02/13/95 Recoded to use custom switch cables as well as APCI custom
Passthrough cables. Moved SYSOP overide CHR out to a .CFG
file along with NODE cable type info. You can use a mix
of Passthrough and Switch cables. Cleaned up some more
sloppy code, removed some debugging code, and other general
'housekeeping' of the source.
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02/11/95 Added some code to access my switch-cables. (anti-passthrough)
Hardcoded the EXIT from Server message to show how much
time the user spent in there. (the old one showed the credits
used but would not be correct as the balance can't be computed
until you exit from the PPE, dooh!)
Also, with the time in Game Server, I used the seconds from
Midnight counter and didn't account for it being reset
at 00:00, gave some real funkie results if you started a game
that played through midnight. Fixed, (maybe, it was late:)
The next release will have some items moved to a .CFG file
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02/04/95 Optimized some code, cleaned up some sloppy loops, and
started the inter account credits transfer routines
(not finished yet)
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01/30/95 Errr, did a PRINT w/NEWLINE on the local screen, pushed the
stats out of the desqview window when not full screen, fixed.
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01/22/95 Working on ACCOUNT status and Transfer options
Beta release v1.30
Wrote some better doc's and setup instructions.
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01/01/95 Heheh, found it was a program glitch in the game server
software and not my coding. Went back to the first method of
sending the GoMPGS.MSG file.
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12/31/94 Found that using PCBoards PPL DISPFILE routine would cause
the GoMPGS.MSG file to sometimes not trigger the game server.
Not sure why but was annoying. I have broken down the file
into three separate lines ending with CR/LF. Now I read
the three lines into three varables and use PCBoard's
PPL PRINT command to print them to the screen one after
the other instead. Seems to work much better. Be sure to
set the game server's passthrough password to "TRN0TRN".
Cleaned up some 'sloppy' code <grin>.