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You must be a Room Operator (SysOp) to use the below commands:
WebChatter now has one installation script, chatsetup70.cgi. Just follow the simple steps below:
If chatsetup70.cgi cannot locate the archive, try entering another directory to search from where it says "Search", such as your home directory: Eg: /home/dir/user, /, /var, or another directory
If chatsetup70.cgi cannot unarchive the files, you should do it manually via telnet:
If you are using a UNIX Server:
If you are using a Windows Server:
Windows 95/98 Apache web servers do not support WebChatter in Realtime mode. The program will run, but you will not be able to see the chat until you quit.
If you are using any platform with an Apache lower than version 1.3, after you run the setup utility, rename chat.cgi in your cgi-bin directory to nph-chat.cgi
In your favorite text editor, go to the /chat directory and edit the main.scr file.
There are six separate frames that WebChatter uses. You can place them anywhere you'd like, even make them invisible if you want to. The frame names are:
Each frame has a corresponding code that WebChatter replaces dynamically for each user that logs in. These codes are required and should be placed exactly how you see them. For example, the code, !userlist! corresponds to the userlist frame so WebChatter knows how to interact correctly with the user.
Remember that this file is just a standard HTML frames file that WebChatter uses to display the chat screen to the user.
Administration Screen Shots:
Graphics Manager (1)
Graphics Manager (2)
The below sections describe how to manually edit WebChatter functions. However, most functions can now be edited by using the administration script, chatadmin.cgi. This includes: changing graphics, editing rooms, removing bad words, deleting/changing user information, setting chat type, and much more.
All of WebChatter's commands, such as /nick and /help are all stored in a text file called commands.txt and is stored in the /chat directory. Here you can rename any command to anything you want. For instance, if you replace nick with chgname then you will need to use /chgname in WebChatter to change your nickname. The command buttons will correspond to the commands in this file, so don't worry about changing anything in the commands.scr file, unless you want to. You can also remove any commands if you do not want your chatters to use them.
NOTE: Be sure to keep each command on one line and they stay in the order they're placed in!
Just like the main.scr file, this file has codes that are valid when placed in it:
The below will replace each code with the commands read from the commands.txt file (described above). Remember that even if you change the command names in the commands.txt file, the below codes will not change. Only the command itself will change.
Place a file named login.scr in /chat to display a custom login page. This file is a standard HTML file that you design but named login.scr. In this file the only valid command is !rooms!. This will add a select list of all current rooms in WebChatter.
This attaches the keywords (if any) to the URL that are entered in the chat screen.
This file is named help.scr and is a very basic standard HTML file. Just like the above files, you can add or delete anything in this file -- even add HTML codes!
NOTE: You should make a backup of this file if you edit it. If this file becomes corrupt, WebChatter may not operate properly.
All of the text that is displayed during the chat, such as Private System Message is stored in a file called text.txt and is located in the /chat directory.
Remember, this file contains the text for anything that WebChatter displays, so you could actually change WebChatter to another language if needed.
NOTE: All of these options can now be modified by using the chatadmin.cgi program.
If you have not installed WebChatter yet, and would like to test if your server supports realtime mode, then download the preinstall.cgi script.
In the /chat directory is a file named chat.cfg. There are several lines in it.
All changes will take effect the next time any user logs in. NOTE: You should make sure there are no users chatting when you change any of these variables.
You can place a file named notice.txt in /chat to display any information to a user when they first logon to the chat room
All words that you do not want allowed in the chat rooms are stored in a file called badwords.txt. This file is stored in the /chat directory. Each line is one word you do not want displayed in the chat rooms. Remember that you do not need to add suffixes to words for them to removed from the chat.
For example, let's say you want the word help removed from the chat. Once you add the word to the badwords.txt file, any word beginning with help, including helpful will be removed. It will be replaced with !#$%. So, the word helpful would now look like #!$%ful on the chat screen.
In the /chat directory there is a file called colors.txt. Any text color you want available to your users, enter it here. There are two variables on each line. The first is the actually color code and the second is the description. So, if you wanted to use blue, you would add #0000FF,BLUE
All sound files are stored in your root web accessible directory. This is the top level directory where people are allowed to view web pages on your site. Current sound filenames are:
New users can create a new account by just entering an unused account name and clicking on login or clicking on the login button and leaving everything blank
You can have users go directly to a room by specifying the room variable. Like this:
Just replace room_name with any name of a room and it will take you to that room
The following directories are placed under your root directory to your web server:
The above is where all of the chat processes are done
The above is where all of your registerd users' information is stored. All account names begin with a period. For example, if you have an account named chatter then it will be stored as .chatter in a standard text file
The above is where all user lock files are stored. This is used to prevent overwriting any files during chat
The above is where all user profiles are stored
WebChatter LIVE allows you to chat instantly with users that are on your web site. You can see how it all works and looks here
To enable your site to chat with live visitors, simply place this code on your web pages:
Just use your web site URL and replace account_name with the account name that you want associated with this web site. Be sure you have registered this user in the WebChatter login section.
To login to the account, simply point your web browser to:
The login screen will show up to 10 of your site visitors at one time. You can also have up 10 different people logged into the same account to have more support for your web site. Just be sure that each user logs in under a different name.
There are four graphics files that WebChatter LIVE uses to distinguish when an operator is available to chat with: chat_live.gif, chat_live_invalid.gif, chat_live_email.gif, chat_live_join.gif, and they are all stored in the subdirectory, webchatter_graphics.
All of the below graphic files can have any width size. The height determines what the chatlive.cgi program should do.
chat_live.gif tells the user that there is an operator available to chat with. The height must be 60 pixels
chat_live_invalid.gif displays if an invalid account name is used to call the chatlive.cgi program from a web page. The height must be less than 58 pixels
chat_live_email.gif will be shown if there is no operator available to chat with. The height must be 58 pixels
chat_live_join.gif will scroll across the screen when an operator pages the user on the web site. The height must be 59 pixels
For paid versions of WebChatter LIVE, you can replace the webchatter_live_logo.gif with your own custom logo, instead of pointing
to the Web Post Network web site.
Creating your own games:
<INPUT TYPE=hidden NAME=data>
<INPUT TYPE=hidden NAME=start value="0">
<INPUT TYPE=hidden NAME=turn value="$first_player">
The only value you should change above is the form name. The rest should appear exactly how you see them.
The data variable is passed back and forth to both browsers during each turn and is appended to each time. For example, when player one moves, and your game piece is in position #5, the data variable will be 5-1. This means position 5, player 1. Now when player two moves, and the game piece is in position #6, the data variable will be 5-1,6-2. You are not required to pass any information to this variable, but it is useful if needed.
The start variable should always be predefined to 0 (zero). Set it to 2 when both players have joined. And when a player has won, it is set to 1 automatically. To tell the game program that a user has won, pass the variable won (shown below) with a value of 1. If the game is a draw, pass with a value of 2. Otherwise the variable won should contain nothing -- not even zero.
The turn variable tells the game who's turn it is. It should always be set opposite to the user who's turn it currently is. In your game, you should generally use turn=$user2. This will automatically determine the opponent's player number.
When a player moves, you should always call this:
parent.submit.document.location.href = "$games?session=$session&player=$player" + "&data=" + your_variable + "&area=submit" + "&turn=" + user2 + "&user=" + user + "&won=" + won + "&piece=" + piece + "&game=$game";
var user = $user;
var user2 = $user2;
var piece = "$piece";
var won = "";
The variables above are automatically filled in by the game program.
This makes the game window a size of 400x475 and does not allow it to be resized
Line #2: Defines the default game piece for player one
Line #3: Defines the default game piece for player two
Line #6: Sent to player 1's browser when either player has won
Line #7: Sent to player 2's browser when either player has won
Line #8: Sent to both player's browser when neither has won
Line #9: Sent to both player's browser when both have joined the game
After Line #9, you can either define custom variables, or place a space between those lines and your game coding. An example of a custom defined variable is:
This would be on Line #10 if you were to define it. To have your program output it, just call it as $blackChecker in your game code. For example:
When your game is loaded, the above line will actually be:
If you are on a Windows 95/98 machine, to run telnet, do the following:
The Telnet screen will then come up. Generally, you connect to the same address you would ftp files to your server.
Once you login with the same username and password as when you ftp files, the commands are very similar to DOS in Windows.
If you want to untar the files yourself, simply cd into the directory you uploaded the WebChatter file, and then: