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Now available: Infinity Complex for DOS

Posted: Tue May 08, 2007 4:16 am
by Questman
It's been briefly tested under Major BBS 6.25 - and extensively run on Elwynor BBS with a lot of recent gameplay.

I'm not sure how well it'll run on WG 1 or WG 2. Worth a try.

Anyway the file is ELWIC-V6.ZIP on Elwynor BBS or High Society BBS in the ELWYNOR file lib.

Re: Now available: Infinity Complex for DOS

Posted: Tue May 08, 2007 6:06 am
by dspain
Questman wrote:It's been briefly tested under Major BBS 6.25 - and extensively run on Elwynor BBS with a lot of recent gameplay.

I'm not sure how well it'll run on WG 1 or WG 2. Worth a try.

Anyway the file is ELWIC-V6.ZIP on Elwynor BBS or High Society BBS in the ELWYNOR file lib.
excellent, ill test it on my high traffic wg2 bbs and let ya know how she goes.

Posted: Wed May 09, 2007 1:53 am
by Malakai
so far so good, but i don't like the unreg bbs thing displaying every time you press enter... i'm guessing that this was used as an easy way to check for an activation code each time a command is put in and if unregistered, after the demo date has expired, just stop commands from going through the game.. but it's still ugly :/

Posted: Wed May 09, 2007 4:17 am
by Questman
Malakai wrote:so far so good, but i don't like the unreg bbs thing displaying every time you press enter... i'm guessing that this was used as an easy way to check for an activation code each time a command is put in and if unregistered, after the demo date has expired, just stop commands from going through the game.. but it's still ugly :/
Whoops. My mistake. I've uploaded a fixed version to High Society and Elwynor. Download the new zip. Just take down your BBS, replace ELWIC.DLL and you're good to go.

Posted: Sun May 13, 2007 2:55 am
by Malakai
someone on my bbs tonight told me that my version of infinity complex doesn't have the commies in it like the regular version has. were they taken out?

Posted: Sun May 13, 2007 4:19 am
by Questman
Malakai wrote:someone on my bbs tonight told me that my version of infinity complex doesn't have the commies in it like the regular version has. were they taken out?
The names are configurable. Look at ELWIC.MSG - the v6 (last) version had these names:

NAME0 {Ming The Merciless} S 0 25
NAME1 {Killer Kane} S 0 25
NAME2 {Darth Vader} S 0 25
NAME3 {John Worfin} S 0 25
NAME4 {Jabba The Hut} S 0 25
NAME5 {Professor Moriarty} S 0 25
NAME6 {Doctor Doom} S 0 25
NAME7 {Surlaw The Unfeasible} S 0 25
NAME8 {The Anti-"Bob"} S 0 25
NAME9 {Count Dracula} S 0 25
NAME10 {Imperious Leader} S 0 25
NAME11 {Khan} S 0 25
NAME12 {The Alien} S 0 25
NAME13 {T1000 Terminator} S 0 25
NAME14 {T2000 Terminator} S 0 25
NAME15 {The Joker} S 0 25
NAME16 {Lex Luthor} S 0 25
NAME17 {J Jonah Jameson} S 0 25
NAME18 {Evil Bill} S 0 25
NAME19 {Evil Ted} S 0 25

The v5.x version had Cab the Commie and the lettered commies.

Posted: Sun May 13, 2007 8:26 am
by dspain
Questman wrote:
Malakai wrote:so far so good, but i don't like the unreg bbs thing displaying every time you press enter... i'm guessing that this was used as an easy way to check for an activation code each time a command is put in and if unregistered, after the demo date has expired, just stop commands from going through the game.. but it's still ugly :/
Whoops. My mistake. I've uploaded a fixed version to High Society and Elwynor. Download the new zip. Just take down your BBS, replace ELWIC.DLL and you're good to go.
the dos version wont register, im using the reg code you sent me, do i need a new coe?

Posted: Sun May 13, 2007 9:58 am
by ccs
Questman wrote:
Malakai wrote:so far so good, but i don't like the unreg bbs thing displaying every time you press enter... i'm guessing that this was used as an easy way to check for an activation code each time a command is put in and if unregistered, after the demo date has expired, just stop commands from going through the game.. but it's still ugly :/
Whoops. My mistake. I've uploaded a fixed version to High Society and Elwynor. Download the new zip. Just take down your BBS, replace ELWIC.DLL and you're good to go.
Any chance on getting a code for my bbs?

reg # 12043329

Thanks

Joe

Posted: Sun May 13, 2007 10:25 am
by dspain
ccs wrote:
Questman wrote:
Malakai wrote:so far so good, but i don't like the unreg bbs thing displaying every time you press enter... i'm guessing that this was used as an easy way to check for an activation code each time a command is put in and if unregistered, after the demo date has expired, just stop commands from going through the game.. but it's still ugly :/
Whoops. My mistake. I've uploaded a fixed version to High Society and Elwynor. Download the new zip. Just take down your BBS, replace ELWIC.DLL and you're good to go.
Any chance on getting a code for my bbs?

reg # 12043329

Thanks

Joe
i was just redoing my site trying to clean up the file areas and make em more organized and came across a file i never submitted did i ever send you a CSSGWALL.ZIP? it was a grafitti wall i compiled for #12043329

i think you might have requested one.

Posted: Sun May 13, 2007 10:28 am
by ccs
dspain wrote:
ccs wrote:
Questman wrote: Whoops. My mistake. I've uploaded a fixed version to High Society and Elwynor. Download the new zip. Just take down your BBS, replace ELWIC.DLL and you're good to go.
Any chance on getting a code for my bbs?

reg # 12043329

Thanks

Joe
i was just redoing my site trying to clean up the file areas and make em more organized and came across a file i never submitted did i ever send you a CSSGWALL.ZIP? it was a grafitti wall i compiled for #12043329

i think you might have requested one.
Yea but I never got one. WG2.0 please!

Joe

Posted: Sun May 20, 2007 12:10 am
by Malakai
can you post the v5.x name list when you get time?

thanks
Questman wrote:
Malakai wrote:someone on my bbs tonight told me that my version of infinity complex doesn't have the commies in it like the regular version has. were they taken out?
The names are configurable. Look at ELWIC.MSG - the v6 (last) version had these names:

NAME0 {Ming The Merciless} S 0 25
NAME1 {Killer Kane} S 0 25
NAME2 {Darth Vader} S 0 25
NAME3 {John Worfin} S 0 25
NAME4 {Jabba The Hut} S 0 25
NAME5 {Professor Moriarty} S 0 25
NAME6 {Doctor Doom} S 0 25
NAME7 {Surlaw The Unfeasible} S 0 25
NAME8 {The Anti-"Bob"} S 0 25
NAME9 {Count Dracula} S 0 25
NAME10 {Imperious Leader} S 0 25
NAME11 {Khan} S 0 25
NAME12 {The Alien} S 0 25
NAME13 {T1000 Terminator} S 0 25
NAME14 {T2000 Terminator} S 0 25
NAME15 {The Joker} S 0 25
NAME16 {Lex Luthor} S 0 25
NAME17 {J Jonah Jameson} S 0 25
NAME18 {Evil Bill} S 0 25
NAME19 {Evil Ted} S 0 25

The v5.x version had Cab the Commie and the lettered commies.

Posted: Sun May 20, 2007 5:40 am
by Questman
Malakai wrote:can you post the v5.x name list when you get time?

thanks
The v5.x version had Cab the Commie and the lettered commies.
You already had it. You quoted it :-). It was Cab the Commie and then automatically generated generic commie names - A Commie, B Commie, C Commie, D Commie, etc.

Always the Spanish Inquisition was the helpful bot.

Posted: Sun May 20, 2007 5:56 pm
by Malakai
yes, but all of the names are already taken up on the version I have... which names were they replaced with? if the commie-a, -b, -c etc is automatically generated, i suppose there is no way to put them on.. was ming = cab the commie?

what other changes were made from the 5.x to this version?

Posted: Sun May 20, 2007 7:24 pm
by Questman
Right. The v6 version didn't use the generic Letter+Commie names. It allowed you to define them with funnier names.

I'm not sure what else changed between the two. They're not really different games. I could compare but its probably just stability and bug fixes.

If you don't like the names in the MSG file just change them.

Rick

PS: I don't think it ever went beyond "S Commie" or "T Commie"

Posted: Sun May 20, 2007 8:13 pm
by dspain
Questman wrote:Right. The v6 version didn't use the generic Letter+Commie names. It allowed you to define them with funnier names.

I'm not sure what else changed between the two. They're not really different games. I could compare but its probably just stability and bug fixes.

If you don't like the names in the MSG file just change them.

Rick

PS: I don't think it ever went beyond "S Commie" or "T Commie"
i'm curious, is it a set amount or can you add more in the MSG?

sorta like:

for( i=0 ; i<com_names ; i++ )
{
names = stgopt((names+i));
}

where i is definable in level4? or is it a set amount in the code?
im not tinkering with the game but i remember seeing a routine
in a cheersoft globals code years ago where you could define
your own text variables for display purposes level4 you defined
how many text variables you wanted to predefine then set em

ENATXV {Enable custom text variables: YES} B
NUMTXT {Number of custom text variables: 5} (ENATXV=YES) N 1 5

blah blah

just curious, and if not perhaps something to add in the future where you
could make them say set 12 commies then set a string for each name

just a thought :)

Posted: Sun May 20, 2007 10:02 pm
by Questman
Anything is possible, but that is not what is available at the moment.

Right now, you have 20 NPCs. In the older versions of the game, you had no control over their naming - the game just figured out how many were needed and assigned the next alphabet letter to the Commie, in order. Later, Steve decided to make it configurable and shipped the game with funnier names than "x Commie" where X in (A..T)

Like I said.. if you prefer the Commie names, just change the MSG file.

Posted: Sun May 20, 2007 10:17 pm
by dspain
Questman wrote:Anything is possible, but that is not what is available at the moment.

Right now, you have 20 NPCs. In the older versions of the game, you had no control over their naming - the game just figured out how many were needed and assigned the next alphabet letter to the Commie, in order. Later, Steve decided to make it configurable and shipped the game with funnier names than "x Commie" where X in (A..T)

Like I said.. if you prefer the Commie names, just change the MSG file.
aaah i see, i've never played it personally so i didnt know how it was set, i didnt know if the MSG was configurable or something he stuck in level 99 config.

Posted: Tue May 22, 2007 5:15 pm
by RichInFL
From my recollection of the game and the source code... so this may not be exactly right, but it is how I recall it...

From a user standpoint the version of IC for 5.x and prior and version 6.x and later behaved the same, save the naming and some minor tweaks here and there. Also the number of commies was not fixed in the pre 6.x versions.

From a programming standpoint there were some substantial differences. The 5.x code utilized unused channel slots for the commies, along with I believe it was 3 additional slots, 1 commie, CAB and The Spanish Inquisition. So on a 16 line system if you had 4 people playing the game, there were 12 + 3 commies. This caused issues when there were more than 24 lines, as it named the commies A-Z, plus cab and the inquisition. The names would get funky if there were more than 25 open slots in the game. I had to port some mods for the 5.x code to the 6.x code, I remember it was more of a challange than I had hoped it would be.

If anyone really wants to know for certain I can pull the source code and confirm the exact differences.

Rich