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Infomagic - Games of Daze (Summer 1995) (Disc 1 of 2).iso
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install.doc
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1993-05-25
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4KB
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88 lines
-----------------------------------------------------------------
--------- QUICK STARTUP INSTRUCTIONS ----------------------------
-----------------------------------------------------------------
THESE ARE THE INSTALLATION INSTRUCTIONS FOR THE FULL PRODUCT.
THEY ARE INCLUDED HERE BECAUSE THEY HAVE BEEN MADE INTO A SEPARATE
FILE IN VERSION 3.01 SINCE MOST PEOPLE DID NOT NOTICE THEM IN THE
README.DOC FILE, WHERE THEY WERE LOCATED IN VERSION 3.00
-----------------------------------------------------------------
Setting Up Your Working Directory
Before you start, you will need to create a working directory
and place the basic startup files in it as follows:
C:\> mkdir mygame
C:\> cd mygame
C:\mygame> pkunzip a:builder.zip dcworld.exe
C:\mygame> pkunzip a:player.zip dcplay.exe
C:\mygame> pkunzip a:graphics.zip *.7x5 *.mde1
C:\mygame> pkunzip a:blocks.zip dcblock.exe2
C:\mygame> pkunzip a:scripts.zip dcc.exe
C:\mygame> pkunzip a:newgame.zip *.*
C:\mygame> dir
Volume in drive C is DCSOFT-114
Directory of C:\DCGAMES\TEST
. <DIR> 04-14-92 11:01p
.. <DIR> 04-14-92 11:01p
DCWORLD EXE 248765 12-15-92 12:04p ! World builder
DCPLAY EXE 398343 12-14-92 11:39p ! Game driver
DCBLOCK EXE 97564 12-11-92 10:47p ! Graphics block builder
DCFONTS 7X5 1152 02-29-92 12:01p ! Graphics font
DCBLOCKS VLO 27929 11-27-92 11:30p ! VGA low resolution graphics
DCOBJECT VLO 12177 11-27-92 11:28p ! "
DCPEOPLE VLO 18621 11-19-91 11:21p ! "
DCSYSTEM VLO 1795 10-17-92 7:18p ! "
DCC EXE 209232 12-05-92 11:45p ! DCGAMES script compiler
DCCTOKEN DAT 17650 11-27-92 1:56a ! DCGAMES token definition file
BARTENDE SCR 3788 09-08-92 10:42a ! Script to handle bartenders
BEGGAR SCR 712 09-08-92 10:42a ! " " beggar characters
CASTING SCR 12364 11-27-92 1:45a ! " " casting spells
CIVILIAN SCR 1274 09-08-92 10:42a ! " " civilian characters
CONTROL SCR 16501 11-22-92 10:47p ! " " timed and control events
GUARD SCR 3823 09-08-92 10:42a ! " " guard characters
HEALER SCR 4911 09-08-92 10:42a ! " " healer characters
HOSTILE SCR 342 11-08-92 1:48p ! " " hostile characters
INITGAME SCR 1760 11-28-92 3:24a ! " " game initialization
MERCHANT SCR 4016 11-08-92 3:04p ! " " merchant characters
OBJECT SCR 32308 11-27-92 1:55a ! " " objects
PRISONER SCR 3012 09-08-92 10:42a ! " " prisoner characters
QUESTER SCR 4428 11-27-92 11:52p ! " " quester characters
REGULAR SCR 1716 09-08-92 10:41a ! " " regular characters
RESURECT SCR 1208 10-29-92 1:25p ! " " death & resurrection
TELLER SCR 936 09-08-92 10:43a ! " " teller (oracle) character
TRAINER SCR 5891 10-29-92 1:26p ! " " trainer character
DCSOUNDS VFL 611793 10-29-92 1:20a ! Sound Blaster Sound Effects
25 file(s) 2345678 bytes
You may want to delete the file DCSOUND.VFL if you don't have a
Sound Blaster card. It is quite large and serves no purpose
unless you have the sound board.
You need to compile the scripts before you can use them in your
game, and the following command will compile all of them:
C:\mygame> for %i in (*.scr) do dcc %i
For every file with an extension of SCR, the script compiler
(DCC.EXE) will generate a file with an extension SCO (for script
object).
Instead of creating a brand new game, this document will use the
sample game that is included with DCGAMES. The following
command will install the example script on top of the directory
we just created.
C:\mygame> pkunzip a:\example.zip -o
C:\mygame> pkunzip a:\examplsb.zip -o
The -o option tells the PKUNZIP program to overwrite any file
that already exists on the current directory. The example game
includes copies of the script files, as well as some additional
ones that handle special cases in the game. The EXAMPLSB file
contains the Sound Blaster specific files.