****************************************************
Klingon Honor Guard V1.1 Release Notes
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Please report any errors or problem with the patch by e-mailing a description of the problem
to klingons@microprose.com. Also please be sure to attatch your khg.log file to your e-mail.


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 		Good ISP		Poor ISP
 28.8K		NETSPEED 2600 		NETSPEED 2400		NETSPEED 2100
 33.6K		NETSPEED 3000		NETSPEED 2800		NETSPEED 2400
 56.6K +	NETSPEED 3500		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.



