cH!SAC/PDM

MOTOR HEAD UPDATE 2.1 (C) DIGITAL ILLUSIONS

Supplier.....: PATCH SCROLLS      │  Release Date...: 11/24/98
Cracker......: YAZZ               │  Game Type......: ACTION GAME
# of Disks...: 4x 2.88            │  Game Rating....: 90%

REQUIREMENTS: P133, 16 MB RAM, 4 MB 3D-CARD, DIRECTX, 100 MB HD

RELEASE NOTES

Motorhead patch p2.1,  November 23, 1998
(C) Digital Illusions CE AB 1998

* PowerVR native rendering support.
* Force feedback support.
* New sound systems:
NoSound, DirectSound, DirectSound3D HW, Creative Labs EAX(SB Live),
Aureal3D 1.2, Aureal3D 2.0(occlusions, reflections).
* Choice between KM/H and MPH.
* New carshading mode for the D3D renderers, Glenz, it looks good but
slows down a bit :/
* Added support for following D3D modes if supported by hardware.
These are all configurable from the options/graphic menu
- Triple buffering
- 32 bit texture format
- 32 bit rendering
- Trilinear filtering
* Fixed the famous RedRock infinite loop bug. Thanx JeePen, Trix and
Drunk_Driver :)
* Fixed single player AI infinite loop bug
* Multiplayer ghostout time now set to 8 seconds instead of 2 earlier.
This means you have to
lose connection to the server for 8 seconds before your car will turn
to a ghost(freeze).
* Improved DI's LAN/INET connection phase.
* Multiplayer prediction bug fixed.
* Multiplayer max packet length now 1200 bytes.
* Multiplayer guaranteed packed bug fixed. This bug resulted in corrupt
player data when connecting during heavy packet loss and lag.
* Demorecording works with 12 players now.
* Multiplayer demo recording bug fixed.
* Set multiplayer default settings for varius connections, type /modem,
/ISDN, /T1, /LAN in the lobby
* Now name over car 9 - 12 in a 12 player multi race.
* Now up to 13 players in a ghost race.
* Added mouse sensitivity options to the control setup.
* Control setup changed to make some assignment problems more
understandable.
* Benchmarking of demo races to file "fps.txt".
* Screenshot option now available in the lobby by pressing F12.
* If you abort a single race the results screen will not be shown.
* Text pitch on the results screen is now correct.
* Motionblur 16-bit rendering bug fixed.
* Minor spritebank bug fixed.

CHANGES IN p1.4:

* All 8 tracks now available in reverse mode in both single and
multi-player.
* Fixed the famous highscore bug, an old highscore from another
track could be saved in some cases.
* Support for up to 12 players in multiplayer on dedicated servers.
12 players can be a bit to much for the modem players though,
especially at the start of a race, so they might have to set
a lower /rate or change to another server

NOTE!! You can't join an old DI's LAN/INET server with this version,
that includes the dedicated servers too.
For the other DirectPlay protocols, you can join p1.2 and p1.3
listen-servers but they can't join your p1.4 listen-server.

* Better support for extra tracks and cars.
* Added a last race stats screen to the lobby (TAB key) for use on
a dedicated server.
* The record sign "R" in the lobby is now used as a ready sign on
dedicated servers.
* /connect <internet address> in the lobby with the DI's LAN/INET protocol
* CD-track choices in the menu are now saved.
* The ingame player info screen now shows correct positions during a
multi-race.
* Addressbook sorted by name.
* It's now possible to change the third car colour on Avalanche
(the grey stripes).

CHANGES IN f1.3:

* Save recorded race dialogbox when returning from a multiplayer race now
removed
* Race replays/ghostraces of multiplayer-races sometimes resulted in an
incorrect
number of players racing
* Many multiplayer fixes to make the internet play more solid
* Completely new multiplayer protocol "DI's LAN/INET" based on WinSock
UDP with support for  a dedicated server, better performance over the
internet aswell as LAN.
* Fixed a bug in the multi elimination mode finish
* In multiplayer the finish sign could sometimes show incorrect position
* Added /minpredict and /maxpredict values to the lobby commands, enables
you to adjust the car prediction, default values 2 and 6, range 0 to 10,
the higher the values are the more "lagged" the other cars will be on
your machine. If you have a very good LAN connection you should set the
values to /minpredict 0, /maxpredict 2.
If you set the values to the same like /minpredict 0, /maxpredict 0,
you will have no prediction at all and will have "jerky" cars. Feel
free to fool around with the values as you like :)
* You can join a "DI's LAN/INET" session by typing motor.exe
<internet address:port>.
If a port is not specified it will default to 16000.
* The /rate, /minpredict, /maxpredict and your latest carview will be
saved in the motorhead.cfg
* Now support for a third axis on joysticks and mouses, usually a
throttle control or a wheel
* Fixed a GLIDE texture format bug
* Removed some debug info stuff that will give you a bit more memory
(memory walls are nice while devoloping, but maybe not in the release:)
* Software motion blur screen pitch fix
* Loading screen pitch fix
* The renderer now allocates textures in system memory if necessary.
Not all cards support textures in system memory though.
This will allow users of f.ex. the Riva128 and to run in higher
resolutions.
* The game now remembers your last camera mode, inside or outside car
* Removed the modem status dialog that could popup in some cases when
doing a TCP/IP connection

Installation:

Unzip/Unpack the BOLTZ RELEASE of Motorhead.
Unpack/Copy this Files to the Motorhead directory.
Run  SETUPREG.EXE there and apply the update. (mhp21.exe)
Run  RUNMH.EXE to play Motorhead main.
Run  RUNMHM.EXE to play Motorhead Multiplayer.

Have Phun

yazz

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