The DOS version (LORDFP.ZIP) is a replacement LORD.EXE for LORD 4.06. It plays like LORD (it is a port of lord.js) and uses LORD 4.06's own files, so an existing LORD 4.06 game, its players and its In-Game Modules carry on. The zip is a complete game: it holds all of LORD 4.06's stock files as well, so nothing else is needed. On Synchronet for Linux it runs under dosemu2 for Synchronet, the same way LORD 4.06 does; it also runs on any real DOS BBS.
mkdir /sbbs/xtrn/lordf cd /sbbs/xtrn/lordf unzip /path/to/LORDFP.ZIP
de:$ de C:\> E: E:\> CD \LORDF E:\LORDF> LORDCFG
The first run writes LORD.INI with the default game options. Check them with 1, then set up each BBS node with N:
D:\ (the node directory)
This writes NODE1.DAT, NODE2.DAT and so on. Set up as many nodes as your BBS has.
START 0 to try the game on the local screen. Node 0 is the sysop's local node and needs no setup.^ Setting ^ Value ^
| Start-up Directory | ../xtrn/lordf |
| Command Line | start.bat %# |
| Multiple Concurrent Users | Yes |
| I/O Method | FOSSIL or UART |
| Native Executable/Script | No |
| Use Shell or New Context | Yes |
| BBS Drop File Type | GAP DOOR.SYS |
| Place Drop File In | Node Directory |
- Log in and play. START.BAT loops: when a player enters an IGM, LORD ends with errorlevel 254, START.BAT runs the IGM and then starts LORD again, which puts the player back where they were.
C:\LORD.LORDCFG.EXE. Check the game options (1), and set up each BBS node (N): the drop file type, where the BBS writes it, and the COM port.START 0 to play on the local screen.START.BAT <node> from the LORD directory. Edit the top lines of START.BAT if the BBS doesn't change to it first.
LORD 4.06's own LORD.DOC and TROUBLE.TXT are included; where they say LORD.DAT or LORDCFG's (S)etup, this LORDCFG uses LORD.INI and N.
Skip this for a new install. If you already run LORD 4.06 and want to keep its players, LORD FP can replace its programs: it uses LORD 4.06's player file, mail, news, node files and IGM list as they are.
LORD.EXE to LORD406.EXE and LORDCFG.EXE to LORDC406.EXE.LORD.EXE, LORDFP.STR, LORDCFG.EXE, LORDTXT.LRD, FLOOKS.TXT, MLOOKS.TXT and GSTART.LRD. Leave out the LORD 4.06 files: your game already has them, perhaps changed (START.BAT, 3RDPARTY.DAT, LORD.LDY …). Copy LORDTXT.DAT only if yours is missing.
Nothing else changes: START.BAT <node> runs the game as before, NODE<n>.DAT says where each node's drop file is, and 3RDPARTY.DAT lists the In-Game Modules. A LORD 4.06 player is picked up from PLAYER.DAT the first time they play. To go back to LORD 4.06, rename LORD406.EXE and LORDC406.EXE back.
| File | What it is |
|---|---|
LORD.EXE | The game (replaces LORD 4.06's LORD.EXE). |
LORDFP.STR | The game's text; must be next to LORD.EXE. |
LORDCFG.EXE | The set-up program (replaces LORD 4.06's LORDCFG.EXE). |
LORDTXT.LRD | Screens and messages (lord.js's). LORD 4.06's own LORDTXT.DAT is used first, so the stock 4.06 screens show; LORDTXT.LRD only for the ones 4.06 doesn't have. |
LORDTXT.DAT | LORD 4.06's stock screens. |
FLOOKS.TXT, MLOOKS.TXT, GSTART.LRD | Descriptions used by the game. |
LORD.INI | Game options (written by LORDCFG; see Game options (lord.ini)). |
LORDSRC.ZIP | The source (Linux and DOS). |
LORD406.EXE (with LORD.OVR) | LORD 4.06's own LORD.EXE, kept to go back to. |
LORDC406.EXE | LORD 4.06's LORDCFG.EXE, for registering LORD 4.06. |
START.BAT, START1-START5, DSTART, *SAY.DAT, LENEMY.DAT, EVENTS.LDY, LORD.LDY, 3RDPARTY.DAT, LORD.DOC, LADY.DOC, LORDSTRC.PAS, REGISTER.DOC, WHATSNEW.TXT … | The rest of LORD 4.06's distribution, unchanged. |
Files the game creates are on Data files.
LORDC406.EXE. Option G in LORDCFG explains how.MAINT.BAT from the game directory, if there is one. IGMs put their upkeep there, for example The Pawn Shop's PSETUP /M. LORD 4.06 does the same.COMPORT in NODE<n>.DAT. A FOSSIL driver is used when one is loaded, otherwise the UART directly.SHARE).