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Drakan v445

Upgrades Drakan to version 445...

  • Category Action
  • Size 6.5 MB
  • Program by Surreal Software

Drakan v445

Upgrades Drakan to version 445. Notice that using this patch will invalidate your older saved games, so be careful! See "more info" for full details on what the patch does.

Changes In the Drakan Patch 445 (last updated at 5:50 pm PST on 2/7/00)

WARNING: This patch will invalidate your old saved games. If you want to continue to use your old single-player saved games and still get the single-player fixes, please keep the 444 patch. You can still download it from here. Patch 445 is recommended mainly for multiplayer users. Download Patch 445 from here.

GENERAL CHANGES:

The CD-Check has now been removed from the game.

new The patch will now install over all English OEM builds!

Retail Drakan no longer resets developer mode flag.

Misc. bug fixes with saved games (however, note that your old saved games will not work with the 445 patch).

Final builds no longer enable debug text when the level properties or map class warnings come up.

Changed default client port to 27910 (Quake port) to make it more firewall friendly.

More networking code bulletproofing.

SERVER ADMINISTRATION CHANGES:

Timestamps are now displayed on the dedicated server when people join or leave.

The server command KICK now uses the player number instead of the name.

Added server command GIB which kills a player (same syntax as KICK).

Added server command TEAMS which expects a value from 0 (teamplay off) to 4. Changes will take effect on next map to be played unless that maps enforces its own number of teams.

new Added server command LOGSCORES which turns on or off logging of multiplayer results (scores) to the file "serverscores.txt"

MULTIPLAYER TEAMPLAY CHANGES:

In team games, fraglimit (kills) is reached by team score and not by individual score.

Team scores are now kept separate from the player scores. If a player leaves the game for any reason his contribution to his team will remain intact. This should help clan games in which someone gets disconnected.

In team games, the team color is now displayed to the left of a player's "over-head" name.

Extended "over-head" player name visibility distance in ground-only levels.

new Multiplayer chat key (backslash) is used to toggle between global and private message. Yellow text is now used for team messages.

new You may now bind the TEAMSAY and SAY commands within your config. You can have as many macros as you want. Example Syntax: bind F9 "TEAMSAY Hi team"

NEW MULTIPLAYER DESIGN/GAMEPLAY FEATURES (for editing community)

Any "PlayerPowerup" class can now be restricted to be picked up only by certain teams.

Launchpads can now be restricted to be used by certain teams.

Class-type "RynnPowerup" can now be set to cost frags in order to acquire the spawned object. This allows for purchasing of items, which can include armor, items, weapons, stomp events, and even level changes.

Weapons can now spawn object generators for their secondary attack.

New class-types (grouped powerups, multi and single collision). These can be used for a few things...namely designing your own level specific character classes.

new Items with no 'Display Name' will no longer print a 'picked up' message. This is for cleaning up your Character Classes.

New class-type "MP_Goal" that should be spawn from an Object Generator. Can be setup to grant frags to the and/or their team or to change levels. new It can also send global messages and team messages.

Team Arena features added with observer abilities.

Class-type "level properties" has many amendments. Designers can force server settings for their map if they want their map to only be played with certain settings. This includes team play, friendly fire, team color, and even the names of the teams. Some settings for Team Arena are also found here.

Class-type "armor" has a new parameter that can render armor unremoveable. (for level specific skins/models)

Class-type "keyhole" has a new parameter that can spawn objects or events when it is triggered. Along with some other interesting things you can do with this...CTF in several forms is possible.

Changes In the Drakan Patch Up to Patch 444 (last updated at 8:15 pm PST on 9/22/99)

Multiplayer Changes / Fixes

The DirectPlay-based networking code has been replaced with Winsock (TCP/IP and UDP).

Dedicated server now works under Windows NT 4.0 (SP3).

More reduction of network bandwidth.

Better packet aggregation. This feature reduces bandwidth by combining multiple packets into larger, single packets which have less overhead.

Smarter modem support. The server adaptively avoids bottlenecks by keeping packet flow to a minimum through tight connections like modems.

Dragon (air) Teamplay now sets all the players on one team to have the same dragon skin (defined by the server admin).

Added server commands for viewing in-game chat and talking to the players ("chat on/off" and "say MESSAGE").

Added server commands for changing the timelimit and kills limit in-game ("timelimit SECONDS" and "scorelimit KILLS").

Fixed long delay in the join-game screen if your computer's DNS settings were not correct. The system will no longer hang while it is looking up the Drakan master server address.

When joining a team, the scoreboard is now displayed so you can see what players are on each team (and how many).

Added new rules that the server reports when queried: Number of Teams, and Network (connection) Speed.

Dedicated server now automatically chooses the Primary Display Adapter. This fixes the crashes when people tried to run a dedicated server on a machine with a Voodoo or other secondary card.

More layers of mush to prevent cheating (remaining critical holes moved server-side).

Fixed bug where weapons that people were holding would rarely not be visible to every player.

Fixed bug where weapons could be given more than once to someone or to multiple people at a spawn point.

Fixed bug in Master of the Dragon games where the Dragon would sometimes disappear until the level was restarted, or two dragons would appear, or a dead dragon could shoot at you.

Added 256 color (8-bit) and 24-bit color display support for the dedicated server window.

Dedicated server now displays the name of the server in the title bar of the window and the build version. The server also now displays max number of players along with the current number of players.

LEVELLIST now works as a command in the dedicated server.

Server rules are now sorted alphabetically in the Server Info Screen.

Fixed bug with not skipping over blank lines when reading the LFL files (it would try to load a NULL level).

Dedicated server is now more efficient when minimized because it does not have to use CPU for drawing the display.

Dedicated server now uses much less CPU and can be clamped below a certain update rate. The maximum update rate can be set in the Drakan.cfg or changed with the "maxrate" command. The default is 50 updates per second ("maxrate 50"). Server CPU usage has gone down considerably!

Fixed bug where the Soul Stone would not get reactivated when it was supposed to.

Fixed a bug where your player color would get changed to purple if you picked a pure white or gray color.

Fixed bug with client ports getting mapped incorrectly when playing behind a firewall.

Gameplay and Design Tweaks

Increased radius and damage on Blue Energy Bow explosion. This will make the bow more effective and useful.

Fixed Green Energy bow (DragonStrife) so that it seeks from a longer range. This should make it easier to kill the dragon.

Decreased damage on ring of fire and lightning axe. Good armors will reduce the damage on these weapons enough to survive them.

General Changes / Fixes

Better joystick/gamepad support: joystick and gamepad axes can now be bound to forward/back, strafe right/left, and up/down (jump/crouch) as well as the existing pitch and turn. Any axis can also be inverted, not just the Y-axis. Supports joysticks with trackballs such as the PantherXL. Added new joystick axis binding interface to the Options->Controls screen.

New 3D benchmarking feature. The output is compatible with benchmarking utilities such as 3D GameGuage.

An auto save file is now created when you first transition to a level. The file can then be loaded in to allow you to continue from the start of the level.

Fixed bug where you would sometimes lose crystals when hot keying between weapons.

Fixed crash that sometimes happened when using items in the inventory.

Fixed rare crash when loading in saved-games. Your previous saved games (even the ones that crashed before) can be loaded using the patched version.

Fixed minor level-specific gameplay bugs.

The boss at the end of the game is now smarter and harder to kill and also now honors the difficulty level.

Added error message for when DirectDraw cannot be initialized completely (bad DirectX setup).

Added error message for when the Engine is run in an unsupported color depth for the game, like 256 colors.

Fixed bug with FOV getting messed up when zoomed in (bow alt attack) and going to any Interface Screen. Now the zoom-in gets turned off when you resume the game.

Fixed rare crash that happened sometimes when removing a single grouped item from the inventory.

Fixed several locations in various levels where Arokh could get stuck on the ground and was not able to fly.

Added "nightmare" skill level. Creates attack faster and are more aggressive.

Fixed crashing problems on the Matrox G400 when the bump-mapping feature is enabled.

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