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Very Hot Topic (More than 25 Replies) Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec) (Read 3077 times)
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Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Mar 24th, 2015 at 10:18am
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Hello OldUnreal Community!  Cool

This is a unofficial driver pack I've released today for Klingon Honor Guard.
With this you will be able to run KHG in fast OpenGL/Glide mode in high resolutions on newer videocards on Windows Vista/Win7.
I also included the IV50 Codec (Intel Indeo Video) for playing the AVIs in the Movies directory inside the game and playing/editing them outside the game with VirtualDub for instance, providing you have the full installation of KHG on your harddrive.
The Glide driver will also work with Unreal v2.26f.

Code
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======================
 Klingon Honor Guard
 KHG v1.1 Driver Pack
 by Lurker 2015-03-24
======================

This pack includes:

* KHG Version 1.1 NoCD-patched (Khg.exe)

* New Glide Driver for running KHG on Vista/Win7 with
  high-end videocards and in higher resolutions, e.g.
  1280x1024 and 1600x1200. Works with Unreal 1 too!
  (GlideDrv.dll, GlideDrv.int, glide2x.dll)

* KHG OpenGL Driver 1998 for convenience (OGlDrv.dll)

* KHG Old Glide Driver 1998 (..\OldDriver\GlideDrv.dll)

* KHG Config File to setup game with OpenGL/Glide driver
  (Khg.ini)

* IV50 Video Codec Driver for playing KHG Movies (*.avi)
  Read videodriver.txt for installation.

* MD5 Checksums of KHG Movies (*.avi) for comparison.

(Full Installation of KHG + Official Patch v1.1 required for this pack to work!) 


  
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #1 - Mar 24th, 2015 at 10:19am
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #2 - Mar 24th, 2015 at 11:20am
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Those of you who don't own the full retail installation of KHG, it is also possible to replace the old Glide drivers of the KHG demo with this driver pack/patch, except the nocd-patched executable which I included for the retail version only.

Klingon Honor Guard Demo
http://www.fileplanet.com/11160/10000/fileinfo/Klingon-Honor-Guard-Demo

Download and install the demo and just replace the driver files in the System directory with the ones provided in my pack, then re-run KHG. Also edit the KHG.ini config file before and the Engine section for the demo:

Code
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[Engine.Engine]
GameRenderDevice=OGlDrv.OpenGLRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
... 



If you guys need any assistance to setup the newer drivers and run KHG (retail or demo) in high definition then let me know and I can help you with this... I have also successfully setup newer graphics mode drivers for other old and unsupported Unreal-based games, such as DS9.

I emphasize this, because setting up KHG for modern videocards and operating systems can be more difficult than doing so for Unreal, Deus Ex or DS9. That's because even the official KHG patch v1.1 includes very outdated Direct3D and Glide drivers from 1998 to begin with and a hardcoded Core.dll which doesn't know certain DirectX/OpenGL function calls and crashes therefore.

The combination of the newer GlideDrv.dll (RenderDevice) and OGlDrv.dll (GameRenderDevice) does the trick and it is the only one I figured which works properly for KHG's old hardcoded Core.dll Engine! Do NOT use Direct3D (D3DDrv.dll) in conjunction with the Glide driver or any of the Unreal v2.27 modern OpenGL drivers, or KHG will either crash, produce graphics bugs or display other weird behaviour. Unfortunately the possibilities of replacing old KHG rendering drivers with newer ones is very limited in comparison to Unreal. This also means that S3TC high definition texture mode for KHG is most likely not possible, although I haven't tested it yet.
  
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #3 - Mar 24th, 2015 at 12:44pm
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How did you build the drivers?
  

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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #4 - Mar 24th, 2015 at 9:17pm
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han wrote on Mar 24th, 2015 at 12:44pm:
How did you build the drivers?


The OpenGL/Glide drivers (OGlDrv.dll, GlideDrv.dll, glide2x.dll) are based on the publicly released sourcecode headers and libraries of Unreal v2.24, UT v4.32, Rune v1.00/v1.07 and Deus Ex v1112fm. That's why the included GlideDrv.dll in my pack will work perfectly with those games.

The sourcecodes themselves were not written by me. Another German guy called Sebastian Kaufel has all the official headers and sources downloadable on his website for rebuilding with a proper C++ compiler, which I highly recommend:

http://coding.hanfling.de/launch/

He has also released unofficial headers and libs for Nerf Arena Blast, aswell as already compiled D3DDrv.dll and OpenGLDrv.dll drivers from 2014 for that particular game.

As I pointed out above, some of these source libraries (when properly compiled) may also work with Wheel Of Time (WOT), Nerf Arena Blast, Star Trek DS9 - The Fallen (DS9), Star Trek - Klingon Honor Guard (KHG) and Undying.

The thing is that public sourcecodes for these other titles have not been released by the respective game developers, so it's more difficult but not impossible to re-edit and compile latest graphics drivers for them to work, such as DirectX 9.0 and later versions, because it's heavily dependent on the compiled Core.dll and Engine.dll native code for each game! Otherwise you get game crashes due to unknown DirectX/OpenGL function calls.

Some users may not know it, but each Core.dll and Engine.dll is different for each Unreal-based game, altough the Core.u and Engine.u UnrealScript (*.uc) files may be the same. So not to confuse these two types!
  
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #5 - Mar 25th, 2015 at 5:05am
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Lurker wrote on Mar 24th, 2015 at 9:17pm:
Another German guy called Sebastian Kaufel..

..well that's me

Rather interessting that GlideDrv works with these headers, because KHG is a lot different in many regards compared to even Unreal 224.

However, i do have a set of headers build for KHG on my drive, status is ~ Launcher works, but still issues with Window.dll (preferences window does not work), GlideDrv works, D3DDrv/OpenGLDrv run but just have a black screen. My assumption is that WinDrv package in KHG plain lacks needed support for these (or some other changes would need to be done to work around it). My plan for the future is to port SDL2Drv to KHG and and see if it works, which should solve that problem. ALAudio still requires a lot of work to get it building with KHG.

However, as you are working on the KHG stuff, i could upload my current KHG headers and stuff if you are interessted.
  

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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #6 - Mar 25th, 2015 at 9:38pm
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han wrote on Mar 25th, 2015 at 5:05am:
Lurker wrote on Mar 24th, 2015 at 9:17pm:
Another German guy called Sebastian Kaufel..

..well that's me


That's great! I'm talking with the right person.  Smiley

Quote:
Rather interessting that GlideDrv works with these headers, because KHG is a lot different in many regards compared to even Unreal 224.


KHG is based on Unreal v2.19. The "FirstRun" section entry in the Khg.ini Config file reflects that...

Code
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[FirstRun]
FirstRun=219 



...aswell as the makebuild debug entry at the following offset of the old GlideDrv.dll :

Code
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Offset $9E9C: D:\Klingons.219\GlideDrv\Src\UnGlide.cpp 



The official KHG v1.1 patch does not provide any newer drivers or engine updates for the game, because the developers didn't update after UnrealEngine v2.19. So that's our task actually. My Driver Pack here updates the new GlideDrv.dll to Unreal v2.24. Thus it is like an unofficial patch "v1.2", half-patched, so to speak, because we can't update the KHG Engine itself to a higher version. So it remains at v2.19 for the most part. And that's why it's complicated to implement new drivers for KHG unlike all the other UE1-based games.

Quote:
However, i do have a set of headers build for KHG on my drive, status is ~ Launcher works, but still issues with Window.dll (preferences window does not work), GlideDrv works, D3DDrv/OpenGLDrv run but just have a black screen. My assumption is that WinDrv package in KHG plain lacks needed support for these (or some other changes would need to be done to work around it). My plan for the future is to port SDL2Drv to KHG and and see if it works, which should solve that problem. ALAudio still requires a lot of work to get it building with KHG.

However, as you are working on the KHG stuff, i could upload my current KHG headers and stuff if you are interessted.


Yes, I'm very interested in this! Please upload those KHG headers if you can...
  
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #7 - Mar 25th, 2015 at 10:24pm
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Here's a third indication that the "latest" KHG v1.1 runs on a very old Unreal 219 altogether,
reflected by the PackageVersion Number $3D in Maps (*.unr), Compiled Scripts (*.u), Texture/Sound/Music Packages (*.utx,*.uax,*.umx), each at Offset $04.

An informative list of mine for PackageVersion Numbers (Identifiers) in UE1 Games, which I'm going to implement in an "Unreal Package Viewer" which I'm currently coding:

$3C = Unreal (Initial/Beta Version older than 219) [Extension: .unr]
$3D = Unreal 219, also used by Klingon Honor Guard v1.1 [Extension: .unr]
$3F = Unreal 220, used by many of the old usermaps [Extension: .unr]
$44 = Unreal 224-226, also used by RTNP, Deus Ex, Wheel of Time [Extensions: .unr,.dx,.wot]
$45 = Unreal Tournament 4xx, also used by Rune [Extensions: .unr,.run]
$49 = DS9-The Fallen, based on a natively modified Unreal 338 (UT?) [Extension: .dsm]

I haven't checked the PackageVersion of Undying gamefiles yet, but it should also be an unique number like for DS9, because Undying also used a natively modified UE1 engine, based on probably the higher versions 3xx to 4xx of Unreal Tournament.
  
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #8 - Mar 26th, 2015 at 2:42pm
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #9 - Mar 27th, 2015 at 7:34pm
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Cool. Thanks for your KHG headers and libs.
  
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #10 - May 7th, 2015 at 7:25am
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I figured out what was the cause of the black screens. Actually   KHG has no SetSceneNode() method on it's rendevs, so it did never get set. However, drawing does work when you put that SetSceneNode( Frame ) in every draw function call. However this is utterly slow, but this is a start! OpenGLDrv for KHG coming soon. Cheesy

/edit:
Found out another things. Seems like that you need to ignore the Palette alpha value for engine versions using PACKAGE_FILE_VERSION<66. In later versions this is done automatic for older packages when loading.
Code
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NewPal[i].A = PACKAGE_FILE_VERSION<66 ? 255 : Src.A; 


This solved another bunch of my rendering issues.
« Last Edit: May 8th, 2015 at 1:36pm by han »  

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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #11 - May 11th, 2015 at 6:26pm
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Minor update:
I succeded in build ALAudio for KHG, but there are still some things to fix for it to fully work.
  

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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #12 - May 13th, 2015 at 8:33am
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han wrote on May 7th, 2015 at 7:25am:
I figured out what was the cause of the black screens. Actually   KHG has no SetSceneNode() method on it's rendevs, so it did never get set. However, drawing does work when you put that SetSceneNode( Frame ) in every draw function call. However this is utterly slow, but this is a start! OpenGLDrv for KHG coming soon. Cheesy


Very good. I'm looking forward to it. Especially if you manage to fix the "black screen" video bug!

That bug is pretty annoying. Because every KHG singleplayer mission map (M??.unr) points to an AVI briefing and/or cutscene video which is either being played at the beginning, at the end or at both instances of a particular KHG mission. When the "black screen" occurs it blocks almost the whole viewport and KHG has to be to quit and restarted to get rid of it. This screws up the fluent KHG singleplayer experience. So yeah, this bug has to be fixed...

There are also several classes in the big Klingons system package (Klingons.u) which try to access and play the video files. So there is no workaround to get rid of the bug unless the AVI references in every KHG mission map and particular class are removed and rebuilt with UnrealEd and UCC.

Some KHG class examples which refer to the AVI files:

Code
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//==================================
// Klingons.KlingonMenuSinglePlayer
//==================================
class KlingonMenuSinglePlayer expands KlingonMenu
	config
	localized;

...

function bool ProcessSelection()
{
	...

	else if( selection == 3 )
	{
		HasProcessed = true;
		SetOwner(RealOwner);
		bExitAllMenus = true;

		...

		PlayerOwner.ConsoleCommand( "playavi brief0102.avi Y None N None N None N None N" );

		StartMap = StartMap
					$"?Class="$ClassString
					$"?Skin="$PlayerOwner.Skin
					$"?Name="$PlayerOwner.PlayerName
					$"?Team=Red"
					$"?Rate="$PlayerOwner.NetSpeed;

		SaveConfigs();
		PlayerOwner.ClientTravel(StartMap, TRAVEL_Absolute, false);

		KlingonPlayer(Owner).LogBook.ResetAVI();
		KlingonPlayer(Owner).LogBook.AVIIndex++;
		KlingonPlayer(Owner).LogBook.CurrentAVI = "brief0102.avi";
		HasProcessed = false;
	}

	return true;
}

//===========================
// Klingons.KlingonInventory
//===========================

class KlingonInventory expands Inventory;

var travel string[35] 	CurrentAVI;
var travel string[35] 	AVIToPlay;
var() string[35] 	HUDAVIList[36];
var travel int 		AVIIndex;

simulated function ResetAVI()
{
	log ("ResetAVI");
	CurrentAVI = "None";
	AVIToPlay = "None";
	AVIIndex = 1;
}

simulated function SetAVIToPlay (int d)
{
	AVIToPlay = HUDAVIList[d];
	if ( AVIToPlay == "Brief03a.avi" )
		AVIToPlay = "Brief03a.avi C Brief03bcd.avi Y";

	log ("AVIToPlay" $ AVIToPlay);
}

defaultproperties
{
     HUDAVIList(1)="intro.avi N None N"
     HUDAVIList(2)="Brief0102.avi Y None N"
     HUDAVIList(3)="Brief03a.avi"
     HUDAVIList(4)="f_iceorb.avi N None N"
     HUDAVIList(5)="Brief04.avi Y  None N"
     HUDAVIList(6)="Brief05.avi Y None N"
     HUDAVIList(7)="Brief06.avi Y None N"
     HUDAVIList(8)="Brief07.avi Y None N"
     HUDAVIList(9)="f_bopo.avi N None N"
     HUDAVIList(10)="Brief08.avi Y None N"
     HUDAVIList(11)="f_ss.avi Y None N"
     HUDAVIList(12)="Brief09.avi Y None N"
     HUDAVIList(13)="Brief10.avi Y None N"
     HUDAVIList(14)="f_s2kv.avi Y None N"
     HUDAVIList(15)="Brief11.avi Y None N"
     HUDAVIList(16)="f_kv2d7.avi N None N"
     HUDAVIList(17)="Brief12.avi Y None N"
     HUDAVIList(18)="f_hullsep.avi N None N"
     HUDAVIList(19)="Brief13.avi Y None N"
     HUDAVIList(20)="f_decloak.avi N None N"
     HUDAVIList(21)="Brief14.avi Y None N"
     HUDAVIList(22)="Brief15.avi Y None N"
     HUDAVIList(23)="Brief16.avi Y None N"
     HUDAVIList(24)="Brief17.avi Y None N"
     HUDAVIList(25)="boplands.avi None N"
     HUDAVIList(26)="Brief18.avi Y None N"
     HUDAVIList(27)="kcs4-1.avi N None N"
     HUDAVIList(28)="Brief19.avi Y None N"
     HUDAVIList(29)="victory.avi Y None N"
}
 



The AVIs can also be played directly during game by typing the following console command:

playavi brief0102.avi Y None N None N None N None N

This also works without the additional parameters. So typing "playavi intro.avi" at console would do the same job.
I haven't figured yet what the various parameters do, since playavi is not a class function but a hardcoded/native function found in KHG's WinDrv.dll library. However, I suspect the first parameter (Y or N = Yes or No) determines whether the video is used as an overlay texture for briefings or played as a normal cutscene.

It is actually possible to remove all the .avi files from the \Movies directory and run KHG without any briefing and cutscene videos. However, even if the video files do not exist KHG will still attempt to load and play them from the according mission maps and thus cause the "black screen" bug none the less.

And this is how the bug behaves every time. Because the playavi function is in WinDrv.dll, KHG switches everytime from OpenGL ingame fullscreen mode to Windows WinDrv mode and screws up the whole game experience too.

It would be best therefore to manage to compile a version of the OpenGL and Glide drivers which directly include the playavi function, so that 1) KHG would not switch back to Windows mode but have smooth transitions from 3D ingame to cutscene videos and back (perhaps even with a nice fade-in/fade-out effect), and 2) to be able to even use an AVI video file as an animated overlay texture in the 3D world itself, or simply overlayed on the HUD! That would be pretty awesome too.
  
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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #13 - May 14th, 2015 at 7:29pm
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Video playback doesn't seem to be an issue as long as you keep the SoftDrv.SoftwareRenderDevice as WindowedRenderDevice, also I'm not quite sure if one can catch the exec commands for video playback before they reach WinDrv. Anyway before messing with any video related stuff i would rather like to have an renderdevice, alaudio and maybe a launcher working, video playback is less essential.

/edit:
As somehow the preferences problems or what it was seem to have gone:
Launcher, won't help much, but should at least make the game run at a somewhat more consistent speed ^^
http://coding.hanfling.de/launch/release/Klingons-14052015.zip
« Last Edit: May 14th, 2015 at 8:40pm by han »  

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Re: Klingon Honor Guard v1.1 Driver Pack (OpenGL/Glide, IV50 Codec)
Reply #14 - May 15th, 2015 at 3:45pm
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han wrote on May 14th, 2015 at 7:29pm:
Video playback doesn't seem to be an issue as long as you keep the SoftDrv.SoftwareRenderDevice as WindowedRenderDevice, also I'm not quite sure if one can catch the exec commands for video playback before they reach WinDrv. Anyway before messing with any video related stuff i would rather like to have an renderdevice, alaudio and maybe a launcher working, video playback is less essential.


Sure, I got that setting in my Khg.ini all the time and it's also included in my driver pack:

By the way, the video playback is very essential for smooth KHG singleplayer, because each mission map plays an AVI video as either a cutscene or a briefing, as I already explained. If this is not fixed then the player has to quit and restart KHG each time a new map/level begins, only to get rid of that black screen blocking the viewport.

Code
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[Engine.Engine]
GameRenderDevice=OGlDrv.OpenGLRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
Console=Engine.Console
Language=int
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=SoftDrv.SoftwareRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
DefaultGame=Klingons.SinglePlayer
DefaultServerGame=Klingons.DeathMatchGame
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
 



Never the less, the "black screen" bug still remains, so this is not a driver configuration issue! It's like I said previously, it's most likely an issue with the playavi code inside WinDrv.dll library, or some other graphics or video playback problem in KHG.

Quote:
/edit:
As somehow the preferences problems or what it was seem to have gone:
Launcher, won't help much, but should at least make the game run at a somewhat more consistent speed ^^
http://coding.hanfling.de/launch/release/Klingons-14052015.zip


Your launcher won't run on KHG v1.1 and it exits with a Critical Error, and it creates an additional Klingons.ini config file which it should not do, because the real config file for KHG is Khg.ini actually, with the executable Khg.exe accordingly! Unless you intend your launcher to save and get settings from a separate INI config, although that would be too confusing imho.

You could easily change that in your C++ source for the launcher and recompile it. Use Khg.ini instead and do not load any bitmap from ..\Help\Logo.bmp, because Khg.exe already does that and the bitmap image is embedded as a resource inside the EXE, as far as I'm concerned.

Code
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Klingons.exe (han's launcher) Log:
---------------------------------------------
Critical: appError called:
Critical: Assertion failed: Bitmap.LoadFile(Filename) [File:..\..\Engine\Inc\UnEngineWin.h] [Line: 432]
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit 



The Critical Error results from your launcher requiring to load a bitmap file in ..\Help\Logo.bmp which does not exist in the KHG v1.1 Retail Pack. At least not in mine. It is however a standard file which most UE1-based games load in and display at startup. But in KHG v1.1 things are a bit different.  Wink

So I copied a temporal Logo.bmp image file and put in my "..\Klingon Honor Guard\Help\" directory. Still can't run your compiled Klingons.exe launcher and got a "General protection fault!" error:

Code
Select All
Klingons.exe (han's launcher) Log:
---------------------------------------------
Critical: LoadFileToBitmap
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit 



Looks like your launcher has a problem loading the bitmap Logo.bmp file. If you want this baby to properly run, make sure it works with the KHG v1.1 patched official retail release!
  
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