Metropoli BBS
VIEWER: mpgsppe.his MODE: TEXT (CP437)
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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>.


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