rec.autos.simulators

Bethesda BURNOUT 1.20 Super Patch with Description

Don Wilsh

Bethesda BURNOUT 1.20 Super Patch with Description

by Don Wilsh » Wed, 20 May 1998 04:00:00

Well Drivers I didnt think it would ever happen but here is
the detail of the BURNOUT 1.20 Patch.  Now you
can get it at www.bethsoft.com/burnout

It was well worth the wait.  Now MAG 7 starts on
PCE.

Don Wilshe, Burnout, Playtester!!

============================
BURNOUT: Championship Drag Racing
Version: 1.20
Patch #2  5/18/98

HOW TO INSTALL
--------------------------------------------------
1) Download and/or copy the file BURNPT2S.EXE or
BURNPT2H.EXE into the directory where you installed
Burnout.

BURNPT2S.EXE is a self-extracting zip file that
contains the version 1.20 patch for the Xngine
(Software) rendered version of Burnout.

BURNPT2H.EXE is a self-extracting zip file that
contains the version 1.20 patch for the 3Dfx
Hardware rendered version of Burnout.

SOFTWARE VERSION INSTALLATION:
------------------------------
2) To install software rendered patch (BURNPT2S.EXE):
You first must extract the patch files.

From the directory where you installed Burnout,
run BURNPT2S.  This will extract the patch files
to your game directory.

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: "BURNP12S -d -o")
Your best off just running FIX.BAT.

3Dfx VERSION INSTALLATION:
------------------------------
2) To install 3Dfx rendered patch (BURNPT2H.EXE):
You first must extract the patch files.

From the directory where you installed Burnout,
run "BURNPT2H".  This will extract the patch files
to your game directory.

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: "BURNP12H -d -o")
Your best off just running FIX.BAT.

3) Read BURNPTC2.TXT for information regarding
the patch.

HOW TO USE THE NEW VERSION
--------------------------------------------------
The new version will run exactly like the original
(better even!).

You may notice that this version plays differently
from previous versions.  We've made numerous changes
in the physics department aiming to create a more
realistic simulation.  Many of our customers have
spoken, and we have listened.  Your input is
appreciated, and we hope that you enjoy playing
Burnout: Championship Drag Racing.

CHANGES IN THIS 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.


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