About This File
Patch for Star Trek: The Next Generation - Klingon Honor Guard. Original patch notes:
Klingon Honor Guard V1.1 Release Notes
Please report any errors or problem with the patch by e-mailing a description of the problem
to email@example.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.
DirectX 6.0 and Direct3D drivers are now needed to use KHG in D3D mode. You can find them at :
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!
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.
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.
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.
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.
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
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.