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- 1
- 1
- 128
- 74
- 1:128/74@FidoNet
- c:\msgbase\
- c:\melee\private\
- c:\bbs\
- c:\data\bulletme.clr
- c:\data\bulletme.msg
- 0
- TRUE
- TRUE
- c:\melee\visitors\
- FALSE
- 20
- QUICK
- 48
- FALSE
- DORINFO
- 000000000000
- Thanks MUCH, to Alex Dwelis, Alpha Tester, for all his help!
- TRUE
- <MELEE> Man, I'm never going back to Prisoners' Isle!
- FALSE
-
- -------------------------------------------------------------
- Use Any Comments You Want BELOW This Line... Remember: When a line instruction
- gives the example in ALL CAPS, then you should ensure that that line in the
- configuration is also typed only in all caps.
-
- Line 1: The number on the Dorinfo#.def File (BBS Node the game is run from).
- Line 2: Your FidoNet Zone. (Lines 2, 3, 4 and 5 can reflect any Net you wish).
- If you run a non-Net BBS, set lines 2, 3, 4, and 5 to 0.
- Line 3: Your FidoNet Net Number.
- Line 4: Your FidoNet Node Number.
- Line 5: Your Full NetMail Address with Domain. If you do not run a BBS which
- is a member of an Echo Network, you can put any BBS-identifying string
- here as long as it no longer than 20 characters (eg., something as
- simple as a pretend address: 0:567/1001@KatoNet, or something quirky,
- like a BBS advertisement: Eat at Joe's BBS!). This "address" will show
- up only in the text part of Blood Match Challenge messages, and Blood
- Match Challenge Results messages, which are posted by the game if you
- run a FidoNet-compatible message base.
- Line 6: The Path where MELEE should put your MELEE Echomail message files.
- This is a separate directory if you run Fido-style message areas. If
- you run Hudson-style (QuickBBS/RA) this is where your message base
- files (*.bbs for RA) are located. For your external configuration, the
- Echo Tag is hardcoded as MELEE. If you run a non-echomail board, this
- is the directory where you want MELEE to put the public ascii message
- files for all players to read. (Reading of messages is only internal
- to the game if you are running a non-echo message base, using ASCII in
- line 17 (very clumsy internal message reader). For echomail systems,
- the reading of messages must be done externally (from the BBS).
- Line 7: The Path to the directory where you want the private messages to go.
- Line 8: The Path where Dorinfo1.Def (or door.sys) will be found (exitinfo is
- not required, and not used if present).
- Line 9: The full Path and FileName you want for your ANSI bulletin file. Or
- NONE if you don't want one generated.
- Line 10:The full Path and FileName you want for your ASCII bulletin file. Or
- NONE if you don't want one generated. (Current version will make one,
- regardless of what you want... kind of like life, eh?)
- Line 11:The SysOp's delay. Increase this number only if MELEE is running too
- fast on your machine. Every increase of 100 will increase the length
- of the time the messages are displayed by about .1 seconds. Don't over
- do it and make the game (especially the real-time combat!) run too
- slowly. Set to 0 to disable. Most users running MELEE under DesqView
- will need to set this above 0. Experiment if necessary.
- Line 12:Export check. Set to TRUE if you want to send/receive export/imported
- Warriors for MELEE. Set to FALSE to disable this function. (Make it
- ALL upper case!) NOTE: Do NOT set this to TRUE if you have less than
- four players in your game! (This will be cleaned up in time, but I
- ain't there yet!)
- Line 13:EMS Check. Set to TRUE to allow MELEE to find and use EMS memory for
- overlays. This will speed up game running, and lower disk accessing.
- Set to FALSE to disable use of EMS. (Upper case as well!). If you
- don't have enough EMS, a double-size overlay buffer will be used.
- Line 14:Disk and Directory where you would like the rankings program to place
- outbound (top-ranked) Warriors (see line 12). Rankings program will
- abort with a run-time error if you botch this line! This file will be
- archived for easy export. (You must have PKZIP.EXE in somewhere in your
- path) If you send your Warriors to 1:128/74, they will be placed where
- others thoughout the world can File Request them for importation into
- their own MELEE guild! Warrior files are maintained for 20 days, then
- deleted if not updated.
- Line 15:Skip Fossil Driver De-Initialization. Set to TRUE if you want MELEE to
- leave the the fossil driver alone upon exiting. Most systems will want
- this set to FALSE, but if you run more than one com port, you may want
- to set this to TRUE (use all caps) so the fossil is left initialized.
- Line 16:Number of days before a Warrior who has not been active is deleted
- from the roster. Also number of days a Visiting Warrior remains "in
- town." Set to 0 to disable purging (not recommended).
- Line 17:Type of message base you are using. Line must read either QUICK (for
- QuickBBS/RA-compatible message bases), or FIDO (for systems using the
- Fido-style (with a separate directory for each conference) message
- bases), or ASCII (if your bulletin board does not participate in any
- FidoNet-standard echomail conferences. Use all capital letters, please.
- Line 18:Board Number of the MELEE Echo Conference if you use a QUICK-style
- message area (see line 17). If you use a FIDO-style, or run a non-
- echomail board (line 17 set to ASCII), set this to 9999.
- Line 19:Must read either QBBS or RA100 if want to use a Hudson-style message
- base with MELEE. Otherwise set to FALSE.
- Line 20:Type of dropfile to look for in the directory specified in line 8.
- Must be set to either DOORSYS or DORINFO (both versions of each of
- these files are supported. Remember, if you want to use a door.sys
- dropfile, then you MUST use a MELEE.INF file (see sysop.doc) if you
- want your registration to show (assuming you ever want to register).
- Line 21:Registration Key. If you are running MELEE unregistered, then this
- should be set to 0 (zero). When MELEE is registered you will be given
- a key to enter on this line which will instruct MELEE to proclaim to
- all the you have registered the game. Alphabetic characters in this
- string, when registered, must be upper case.
- Line 22:Name of user who registered MELEE. You can put anything you want in
- this line, up to 70 characters, including spaces. Allows the SysOp to
- give credit where credit is due, or send changing messages to the
- players....this line only shows when the game is registered.
- Line 23:Use CTS handshaking with the modem. Leave TRUE to keep CTS (clear-
- to-send) enabled. If you have problems with some ANSI screens not
- fully displaying through the modem, or get exits with a DOS error-
- level of 7 (as happens when some systems run BNU with HST modems),
- try setting this to FALSE to solve the problem.
- Line 24:Enter a 55-character Origin line here if you use a Fidonet echo
- for your MELEE message base (not yet fully implemented). MELEE still
- relies on your echomail processor to append the origin line. I'm
- workin' on it!
- Line 25:Set to TRUE if you run a multi-node system under either Remote Access
- or QuickBBS. If you run single line or ANY other brand of bbs, set to
- FALSE!
-
- NOTE: 1) You must make all directories yourself. MELEE will not create them.
- 2) To operate with EXPORTS enabled (required for beta testers), you must
- have a directory called IMPORTS directly above your MELEE directory
- (eg., \BBS\MELEE\IMPORTS). This is where the rankings.exe program
- will look for visiting Warriors to import. This must be IMPORTS, and
- not IMPORT or anything else!
-
-