BURNOUT: Championship Drag Racing Version: 1.22 Patch #4 6/15/98 HOW TO INSTALL -------------------------------------------------- 1) Download and/or copy the file BURNPT4S.EXE or BURNPT4H.EXE into the directory where you installed Burnout. BURNPT4S.EXE is a self-extracting zip file that contains the version 1.22 patch for the Xngine (Software) rendered version of Burnout. BURNPT4H.EXE is a self-extracting zip file that contains the version 1.22 patch for the 3Dfx Hardware rendered version of Burnout. SOFTWARE VERSION INSTALLATION: ------------------------------ 2) To install software rendered patch (BURNPT4S.EXE): You first must extract the patch files. From the directory where you installed Burnout, run BURNPT4S. This will extract the patch files to your game directory. Answer Yes to any questions asking to overwrite files. Now to install the patch, just run the batch file named "FIX" in your burnout game directory. This will install the patch files to their correct places. (To manually extract the patch, you must use the following command line: "BURN122S -d -o") Your best off just running FIX.BAT. 3Dfx VERSION INSTALLATION: ------------------------------ 2) To install 3Dfx rendered patch (BURNPT4H.EXE): You first must extract the patch files. From the directory where you installed Burnout, run "BURNPT4H". This will extract the patch files to your game directory. Answer Yes to any questions asking to overwrite files. Now to install the patch, just run the batch file named "FIX" in your burnout game directory. This will install the patch files to their correct places. (To manually extract the patch, you must use the following command line: "BURN122H -d -o") Your best off just running FIX.BAT. 3) Read BURNPTC4.TXT for information regarding the patch. HOW TO USE THE NEW VERSION -------------------------------------------------- The new version will run exactly like the original. This version fixes some problems that were found in version 1.21. We hope that you enjoy playing Burnout: Championship Drag Racing. Thanks go out to our Playtester, the MAG-7, and the many great comments from the CETAs. If you haven't already joined the SHRA (Simulated Hot Rod Association), check it out at: http://www.shra.com The first online season is upon us, and with over 600 drivers competing head to head over the internet, the action will be fast and furious. CHANGES IN THIS VERSION (1.22) -------------------------------------------------- 1) Fixed a problem with the cars center of gravity that appeared as a new bug in version 1.21. 2) Fixed a rev limiting problem with the Two Step. 3) Changed the Line Lock back to the way it was in version 1.20. The 1.21 implementation needs more work. 4) Fixed some sound bugs that occur during network games. 5) Fixed a bug that wouldn't allow you to exit the game after racing in a network event under certain circumstances. 6) Made some changes in the network code to fix some other problems. 7) Updated Network Version checking for game compatibility. You must be running the same version of Burnout as the Host machine. 8) Fixed a bug in the driver stats update during network races. CHANGES IN PREVIOUS VERSION (1.21) -------------------------------------------------- 1) Fixed a problem with the TwoStep. Now it will automatically turn off after you launch from the start line during a race, whether or not you are using the Transbrake. It no longer can be turned on after the start of a race, unless your car is going less than 10 MPH. Anything faster and it automatically shuts off. 2) Fixed a bug that caused transmission failures with manual transmissions. Certain circumstances caused an incorrect trans. failure. 3) Updated Network Version checking for game compatibility. You must be running the same version of Burnout as the Host machine. 4) Fixed a hacked setup check bug with certain front tire setups. 5) Eliminated possibility of getting a Domain error in sqrt. 6) Cars no longer creep when the brakes are applied, engine's at idle, and the car is stopped. 7) Cars will creep if the brake is not applied. 8) Fixed a bug that caused the rear tire pressure of a saved car setup to get reset to default value when loading the setup. 9) Fixed some bugs with the tire temperatures. 10) Fixed a bug with the camera when you first enter the shop after starting or joining a network game. 11) The Tech Inspection window is no longer drawn on top of the tab windows during network games, thus allowing you to see the chat window while on the race screen. It will still appear. 12) During a network game, the camera hot keys ( 6-0, -, and +) are no longer processed if the CHAT tab is open and active. This eliminates the possibility of the camera angle changing while typing in the chat window. To change the camera angle via hotkeys, make sure that the CHAT tab is not active. 13) Fixed the Software (Xngine) version Screenshot feature. This fixed the blue screen snapshots that occured only if the HORIZON was turned off. 14) When it's your turn to race, your car physics are now being reinitialized when you return from the shop to the track during a network race to gaurantee that everything is correct prior to the race. This fixed a tire temp bug that happened only when you loaded a car setup in the shop when it was your turn to race. 15) Made some changes in the engine physics. You can now rev your engine rpm's higher into the redline zone. Keep in mind that you don't want to keep your rpm's to high for too long, or you'll blow your engine. 16) Made some changes in the transmission physics. 17) Improved the Line Lock holding power. 18) Increased braking power. 19) Fixed a bug that caused time variations running the same car under the same circumstances on different machines and using different versions, 3dfx or Xngine. 20) Made it easier to stage your car. 21) Made a change in the NETWORK Join game code. Many people have reported having problems trying to join network games on the internet. Now when you click the join game tab, your request is sent every 5 seconds until a response is received from the host. Sometimes it may take 30 seconds to a minute to get a response from the host. This can only be attributed to internet lag. Just be more patient and give the game a chance to work. If it takes a minute and your request hasn't been accepted, then try ESC back to the race screen and then try to join again. 22) During network games, if you see a driver named "NA" in the ladder and/or two players appear under the same name in the chat window, and/or you see a driver with no name in the ladder, then your event will likely have some problems. These problems could cause unexpected results, and your best off restarting your event. We are aware of this and are looking into it. 23) A few other minor changes, fixes, etc. CHANGES IN PREVIOUS VERSION (1.20) -------------------------------------------------- 1) Elapsed Time (ET) no longer includes Reaction Time (RT). Your ET is calculated from the moment your front tires unbreak the stage beam until they break the finish line beam. Your RT is the time it takes your car to unbreak the stage beam. A 00:000 is a perfect RT. A green light start will be a positive time value greater than or equal to 00:000. A red light start will be a negative time value less than 00:000. Note: You may need to adjust your Dial In times based on the new ET format. 2) Added class restrictions to the CLASS tab. The following restrictions can be enforced: Car Type: --------- Stock Pro Stock Pro Stock (2-Valve Only) Funny Car Rail Car Fuel Type: ---------- Gasoline (Detonation Free) Methanol (Methyl Alcohol) Ethanol (Ethyl Alcohol) Propane (Gaseous Fuel) LNG (Liquified Natural Gas) Tire Type: ---------- Stock Street / Stock Street HP Street / HP Street Mild Race / Mild Race Race Only / Race Only Pro Stock Drag / Pizza Cutters Dragster / Airplane Dragster / Pizza Cutters Gear Type: ---------- 1-Speed 2-Speed Manual 3-Speed Manual 4-Speed Manual 5-Speed Manual 6-Speed Manual 2-Speed Auto 3-Speed Auto 4-Speed Auto 5-Speed Auto 6-Speed Auto No Electronics: --------------- No delay boxes allowed. Max. Fuel Flow: --------------- Maximum fuel flow setting. Max. CID: --------- Maximum engine cubic inch displacement. Max. Cylinders: --------------- Maximum # of engine cylinders. Usage: ------ Each restriction has a check box to it's left. To turn on restriction checking, place a check in the box next to "RESTRICTIONS:". When restriction checking is turned on, each restriction type that contains a checkmark will be enforced. If "Car Type" is enforced, then your car type must be the same type as the enforced type. If Funny Car is selected, then everyone must drive a Funny Car and so on. There is a special case for the Pro Stock cars. if "Pro Stock (2-Valve Only)" is selected, then not only must everyone drive a Pro Stock car, but the engine must also only use 2- valve heads (no 4-valve heads allowed). If "Fuel Type" is enforced, then the engine fuel type must be the same as the type being enforced. If "Tire Type" is enforced, then everyone must use the Rear/Front tire combo being enforced. Note: Tire Pressure, Camber Slope, and Camber Angle can be adjusted without making the tire "CUSTOM". If "Gear Type" is enforced, then everyone must use the gear type specified. If the restricted type is "5 Speed Manual", then your transmission must be a manual transmission with 5 forward gears only (no more, no less), and so on. If "No Electronics" is enforced, then your Delay Box must be turned "OFF". If "Max. Fuel Flow" is enforced, then your engine "FLOW" value must be less than or equal to the value being enforced. If "Max. CID" is enforced, then your engine CID must be less than or equal to the value being enforced. The engine CID is displayed in the graph on the ENGINE tab in the shop. If "Max. Cylinders" is enforced, then your engine's # of cylinders (CYL.) must be less than or equal to the value being enforced. -------------------------------------------------- 3) The OPTIONS - REALISM tab now displays Ability Level percentage below the slider. It also displays "HEADS UP ET: XX:XXX", where the ET value represents approximately how fast the AI cars may run during HEADS UP racing. 4) The ABILITY LEVEL setting now uses finer increments to allow you to fine tune the AI car ability and also the Heads Up racing ET's. 5) All of the Load and Save tabs in BURNOUT are now capable of handling up to 100 filenames. This has been increased from 50. If 100 slots is still not large enough for you, then you may want to do a little file management of your own, outside of the game. 6) Added checking for "Hacked" car setups. If a hacked car setup is loaded in the shop, you will get a warning message and the car setup will be reset to a default setup. If you run across a hacked setup, you're best off just deleting the bad .CSU file from your BURNOUT\SAVE directory. 7) Your old driver stats may not be correct because of the ET/RT changes made in this version. Your best off doing a RESET STATS on the DRIVER INFO tab, and starting from scratch. 8) "DOMAIN ERROR IN POW" bug has been fixed. 9) Numerous fixes have been made to the engine physics, so you might find that many of your old car setup engines give you an "INVALID ENGINE COMBINATION" message. I guess you'll have to start all over building those engines. 10) The maximum Intake Lift and Exhaust Lift values on the ENGINE tab are now 1.35. 11) Transmission physics have been improved. 12) Aerodynamic physics have been improved. 13) Tire physics have been improved. 14) Tire Pressure, Camber Slope, and Camber Angle no longer make a tire "CUSTOM". 15) The time displayed in the Telemetry graph now reads 00:00:00 at the point where ET timer starts. (Not necessarily on older Telemetry files). 16) A Tech Inspection Box has been added. This box is displayed at the bottom of the screen in the SHOP when Restrictions are being enforced. This box will tell you whether your car passes or fails the tech inspection and why, so you can fix your car if needed. If your car fails the tech inspection, then this box will also be displayed on the race screen until you fix your car. 17) Cars failing tech inspection at race time will be disabled and will forfeit the race. This does not apply to the Test Track. 18) Cars with an "Invalid Engine Combination", will blow the motor when you apply throttle. 19) Timecards now display any information that was recorded during a race, even if you DQ. 20) Fixed some problems with the engine sounds cutting out during a race. 21) Fixed the screen flicker problem apparent on many systems with AGP video cards. 22) Fixed the random crash bug in the Xngine version when SMOKE was turned on. Also changed the smoke graphics. 23) AI has been tweaked to make them capable of running much faster. 24) The game physics have been improved dramatically to improve the overall realism of the game. 25) Fixed bug with damage level not always being set correctly in a race. 26) Fixed the modem text string entry routines so you can now enter the ~ character. 27) Added BMP image save feature to the Xngine version. Use the -s command line option to enable this feature, just like the 3Dfx version. 28) Added Telemetry file autosave feature. During an event, your race telemetry is automatically saved under the following filenames: Qualifying and Practice runs are saved as "WARMUP1.TEL" and "WARMUP2.TEL" Each run thereafter is saved as "ROUND#.TEL", where # is the round number. Note: These files are overwritten every time you start a new event, so if you want to keep them, you need to load and save them under a different filename. 29) Dial-In minimum value lowered to 4.000. 30) A change was made to the telemetry format, so your old telemetry files will not show chutes. If you have any problems with old telemetry files, then you should probabely just delete them. 31) Fixed a bug that froze the game when a car flipped over and blew the engine. 32) Added an EVENT.LOG file which is found in the BURNOUT\SAVE directory. This file contains a log of each race during an event. This file is overwritten each time a new event is started. 33) Added Inner, Middle, and Outer Tire Temps to the TIRE GRIP gauge. 34) Autostage/Burnout now pre-heats your rear tires, but not quite to the optimal tire temp. 35) Fixed some problems with the automatic transmission shifting. 36) A Reverse gear lockout has been added. Now you can't engage Reverse if your car is moving forward too fast. 37) Numerous other minor changes, fixes, etc. NETWORK GAME CHANGES: -------------------------------------------------- 38) Fixed network game jumping cars caused by incorrect tire diameters being used on other player machines. 39) Added network game version checking to keep older non-compatible game versions from joining. If you try and join a game with a different network version, you will get an "Incompatible Version!" message. 40) Cars do not auto-stage in network games until the player presses the Race Button. 41) Made packet communication rate changable from 10 packets a second to 5 packets a second to increase internet game reliability. 5 packets a second is selected with the -I command line switch. The Host machine determines the packet rate. NOTE: mplayer.com games are always use a 5 packets a second communication rate. 42) Improved heads up lane choice selection to make it more reliable. 43) Network, and Multi-player games now start you in the shop. This allows you a chance to select your car and setup prior to the race. Once the race begins you only get to modify your setup. The game "Host" may not start the race until all players have proceded to the track. 44) Added some chat window commands. :I Toggles system messages such as "player lagging" and "enter/leave shop". :NR Allows game Host to skip to next race invalidating the current race even if a human is up. :DQL :DQR Allows game Host to disqualify a car in the left or right lanes. :BT follows by a player number allows game Host to boot a player from a game. All available commands can be listed with the :? command. 45) Removed the "Synchronizing Players" message from the screen if the Host is racing and synchronizing the Christmas Tree. The message gave the Host advanced warning of the lights dropping. 46) Smoothed out network races by improving the dead reconning of car positions. -------------------------------------------------- CHANGES IN PREVIOUS VERSION (1.10) -------------------------------------------------- 1) Numorous changes to network code to allow smoother play over internet. 2) Fixed a memory leak that would cause the game to eventially crash. Mostly in the software version. 3) Added ability to save timecards and standings as a text file. User can press keys 1 through 0 from the timecard screen to save timecards in the save directory as TIMECRD#.TXT, where # is the key that was pressed. The same goes for the standing screen except the file is called RESULTS#.TXT. 4) Fixed problem when loading a certain sequence of cars. The dial-in for the cars eventually became a large value.