====================================== Klingon Honor Guard V1.1 Release Notes Last Revised: November 13, 1998 ====================================== NOTE : Any save games and configuration options will have to be restored once the patch has been installed. Save games will have to be run from the save folder as they will no longer appear in the save game list. Drivers ======= DirectX 6.0 and Direct3D drivers are now needed to use KHG in D3D mode. You can find them at : http://www.microsoft.com/directx/download.asp General ======= Shaved a couple megs off the memory usage Further improved the loading time If KHG is already running in the background, clicking on a web browser link now redirects the existing copy of KHG rather than launching a new one. Bug Fixes : Server memory leak when switching levels, sporadic dynamic lighting crash, sporadic file loading crash on low-memory machines. Windows NT: Switching in and out of 3dfx mode multiple times now works. Fixed volumetric lighting rainbow effects on 3DNow! Hardware support ================ Improved Glide support: Voodoo2 Dual-TMU, more stable Voodoo Rush & Banshee support. Updated OpenGL support. New Direct3D support (alpha-test). Creative Labs Sound Blaster Live support More AMD K6-2 / 3DNow! optimizations Intellimouse support on Win95 Cyrix processors: Fixed KHG crashing at startup giving an "InitEngine" error message. Aureal 3D audio: Fixed sound effects repeating and skipping. Networking ========== More detailed "STAT NET" display Loss-free packet sequencing and retransmission (fixes disappearing weapon problems) Bitstream packet compression Optimized file downloading Now handles packet loss much more gracefully Fixed potential forced replication and forced RPC cheat Added "NETSPEED ####" command Added "Bandwidth Saturated" detection during gameplay Clamp server MaxTicksPerSecond to reasonable 15-60 range Fixed servers not being recognized when more than one network adapter installed (especially a problem with network cards and dial-up adapters conflicting). Network play: You can now download multiple package files (.unr, .utx, .uax, etc) when entering a server. Previously, only the .unr file could be downloaded, then the connect attempt aborted. Fixed ESC in intro level crashing games in the software renderer on some machines. Eliminated chance of server crashing when player limit is exceeded. Internet Play ============= When the server switches levels, all players were thrown into the holding cell, but don't properly rejoin the next level. Fixed. Entering a server as a spectator then typing "suicide" on the console caused the spectator to be visible to players as a little tiny chess pawn. Eliminated. "RMODE" command is no longer allowed during network play (potential unfair advantage). Fixed object updates becoming erratic after 30+ minutes in the same level. Internet Server =============== Fixed potential crash when players are downloading files. New server querying interface. Server now runs quietly in the background by default (a tray icon) Network statistics display & log to help us track down performance problems that people report Klingons.ini ServerActors can now have parameters sent to them, i.e. for launching multiple master server uplinks pointing to different IP addresses. Far lower memory usage (over 2X less memory in typical levels) Dedicated server: The "IpDrv" package is now server-side only, so it is not version-checked against clients. UnrealScript ============ Fixed crash calling static functions. Added function InternetLink.IpAddrToString Implemented ELinkMode MODE_Binary in UdpLink, for mod authors who need to implement binary UDP protocols. Fixed script recompile possibly crashing on Scout.uc Fixed texture not being applied when adding/subtracting brush Fixed "rebuild lighting" creating weird colored shadow maps on maps with movers Fixed "rebuild geometry" potential for crashing Fixed broken .t3d map importer Fixed broken music and sound exporting C style 'continue' keyword Java style "new" function for creating new objects Improved TcpLink, UdpLink support for Internet mods UnrealEd ======== Faster loading time Significantly lower memory usage Misc UnrealEd improvements from Mark Poesch @ Legend Entertainment Improved "undo" support Fixed "Full rebuild" giving bogus error message in UnrealScript #always directive. **************** *Important tips* **************** 1. KHG 1.1 is NOT network-compatible with previous versions of KHG. You can only connect to servers and other players running KHG 1.1 or later! 2. Quality network play totally depends on KHG knowing how much bandwidth is available on your Internet connection. There are two ways to set your bandwidth: In the "Join Game" menu, select "28K Internet", "56K Internet" or "LAN". Or, at any time during gameplay, use the NETSPEED command. For example, for a 28.8K connection: Press TAB to bring up the console Type the following: NETSPEED 2600 Press ENTER Our testing has found the following NETSPEED settings to work best: Modem Speed Excellent ISP 28.8K NETSPEED 2600 33.6K NETSPEED 3000 56.6K + NETSPEED 3500 Good ISP Poor ISP NETSPEED 2400 NETSPEED 2100 NETSPEED 2800 NETSPEED 2400 NETSPEED 3000 NETSPEED 2600 If you see any of the following symptoms happen repeatedly while playing Internet KHG, you should lower your NETSPEED setting: A. You experience delays of 1 second or more between when you press the FIRE button and you see your shot fire. B. The message "Bandwidth Saturated, Lower Your Net Speed" appears. C. You appear to "teleport" around haphazardly, rather than move smoothly through the level. D. Your PING time (displayed in STAT NET) starts increasing, or becomes unreasonably large. The following PING times can be expected: Modem connection: 200-350. ISDN or cable modem connection: 100-200. T1 connection (not saturated): 50-150. LAN: 30-80. Some modem connections are considerably worse. Add 100-200 msec if server is in another country. You tend to get 30% better ping times at night than day, because the Internet is less saturated then. 3. While playing Internet KHG, press TAB, type "STAT NET", and press ENTER to bring up network statistics. You can use these statistics to diagnose problems with your connection: PING: Lag caused by Internet connection, in milliseconds. Lower=Better. CHANNELS: Number of actors the server is sending you. UNORDERED: Number of out-of-order packets received. If this number is not zero, you likely have a bad Internet connection. PACKET LOSS: Percentage of packets lost. The lower the number, the better your connection. If this number is frequently above 10%, try lowering your NETSPEED. PACKETS/SEC: Number of packets sent and received. BUNCHES/SEC: Number of actor updates sent and received. BYTES/SEC: Number of bytes sent and received. NETSPEED: Your current NETSPEED setting. 4. For gameplay to perform acceptably, administrators running dedicated KHG servers need to use the following settings in Advanced Options / Networking / TCPIP Network Play / MaxTicksPerSecond: For Internet servers: 15 to 25 For LAN servers: 25 to 35 The higher the number, the more frequently the server updates the game world--resulting in smoother gameplay, but also more network traffic. Customer Support ------------------------ MicroProse 2490 Mariner Square Loop Alameda, CA 94501 www.microprose.com support@microprose.com If reporting problems via email: Please be sure to attatch your khg.log file. ©1998 MicroProse, Inc. All Rights Reserved. MICROPROSE is a U.S. registered trademark of MicroProse, Inc. or its affiliated companies.