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Star Trek: The Next Generation – Klingon Honor Guard – Windows Readme – English

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Readme
Platform
Windows
Language
English
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star-trek-the-next-generation-klingon-honor-guard_win_readme_en_r2p.txt
+++++++++++++++++++++++++++++++++++++++++++++++++
	Klingon Honor Guard Release Notes
+++++++++++++++++++++++++++++++++++++++++++++++++


Developed by: MicroProse, Inc. Hunt Valley Development Studio


Starting KHG
============

You can start KHG in one of two ways:

1. Double-click the KHG shortcut on your desktop

OR

1. Click on your Windows 95  "Start" button.
2. Move the mouse to the "Programs" folder.
3. Move the mouse to the "MicroProse" folder.
4. Move the mouse to the "Klingon Honor Guard" folder.
5. Click on the "Klingon Honor Guard" icon.


For the latest information and updates
======================================

Visit the MicroProse web site at:

http://www.microprose.com/



Technical Support
=================

Please consult the manual included with this product for details
on how to contact MicroProse technical support.


Requirements
============

Minimum system requirement:
- 166 MHz MMX Pentium class computer with 3D hardware acceleration.
- 233 MHz Pentium for software only rendering.
- 32 megabytes of RAM.
- 2 megabyte PCI video card.
- Quad Speed CD ROM

Typical system:
- 233 MHz Pentium MMX or Pentium II.
- 32 or 64 megabytes of RAM.
- 3dfx Voodoo class 3d accelerator.
- Quad Speed or faster CD ROM

Awesome system:
- Pentium II 266 or faster.
- 64 or 128 megabytes of RAM.
- 3dfx Voodoo or Voodoo2 class 3D accelerator.

 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                          Troubleshooting
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Lockups
=======

If KHG locks up or crashes when you first run it, try starting
KHG via the "KHG Safe Mode" icon available in the Start menu
(Start/Programs/Microprose/Klingon Honor Guard/KHG Safe Mode). 

This shortcut will run KHG with sound, DirectDraw, and 3D hardware 
support disabled. 

This will allow you to get the game running and then you can modify the
Advanced Options settings to find the one that is causing problems, 
then run KHG again.

Crashes
=======

If KHG stops with a "KHG has run out of virtual memory"
message, you need to free up more hard disk space on your primary
drive (C:) in order to play. KHG's large levels and rich
textures take up a lot of virtual memory.  We recommend having
150 megabytes of free hard disk space for running the game, and
300 megabytes or more of free hard disk space for the editor.


Video issues
============

Some older DirectDraw drivers do not support low resolution 16-
and 32-bit color modes (for example, 320x240, 400x300, and 512x384).
If you are playing KHG using software rendering, this is
unfortunate because the higher resolution modes like 640x400 and
640x480 run significantly slower than the low resolution modes.
If the only full-screen options shown in KHG are high-res, you
might try obtaining a newer DirectDraw driver for your video card.

Some video drivers do not properly support DirectDraw full-screen
in 16- or 32-bit color at any resolution. If you are unable to
play KHG full-screen, you should obtain a newer driver from
your video board manufacturer. If you can't find a working 
DirectDraw driver, you can still play KHG in a window, though 
the performance and immersiveness are not as good as playing 
full-screen.

On nearly all machines, KHG runs optimally in 32-bit color
mode (rather than 16 or 24-bit color). If you set your desktop
resolution to 32-bit color ( right click on the desktop and choose
properties / settings), then KHG defaults to 32-bit color.

To maintain a consistent frame rate despite a large number of
translucent surfaces and/or explosion effects in software rendering,
you might want to set "SlowVideoBuffering" to "True" in the
"Advanced Options/Display" menu. This is especially helpful in 
Multi-player games.

Known video issues:

- Some machines cannot play the AVI mission briefings properly when set
  higher than 16-bit color. Playing the AVIs will cause the game to exit 
  and display an error message. Please update your DirectDraw display 
  drivers to try and resolve this issue. If that does not work then 
  you will have to set your desktop resolution to 16-bit color.

- On 3dfx under Windows NT, if you switch from the software renderer
  to 3dfx more than once per run of the game, you may receive an
  error message.

- In software mode due to engine limitations there is some clipping 
  that occurs. In some areas from certain viewing angles objects and 
  enemies can be seen through walls.

- Some 3Dfx Voodoo based cards will generate a 'mutual exclusion' error 
  when trying to run. You need to get the latest reference drivers from 
  3Dfx or your card manufacturer.

- We currently do not support the Voodoo Rush chipset. We hope to have an
  update for this soon but right now Voodoo Rush users should play the 
  game in software rendering mode only. 


Sound issues
============

The sound playback rate defaults to 22 kHz, which is optimal for
Pentium machines with MMX. If you have an older, non-MMX machine,
you can get better performance (though lower sound quality) by
setting the playback rate to 11 kHz in the "Advanced Options" menu.

If using an Aureal A3D 3D sound accelerator board such as the
Turtle Beach Montego, you need to go into "Advanced
Options/Audio" and turn on "Use3dHardware" to enable 3D sound
card support. You need to upgrade to the latest version of Aureal's
A3D drivers in order to get acceptable 3D sound performance. Using
KHG in conjunction with earlier versions of the drivers causes
severe  performance problems (major slowdowns on the order of
30-50% while playing sound).

If your computer is hooked up to a Dolby SurroundSound receiver, you
should go into "Advanced Options" and turn on the "UseSurround" to take
advantage of 360-degree Dolby sound panning, which rocks.

Known sound issues:

- A small number of computer configurations we've tested exhibit
  infrequent lockups when playing in full-screen DirectDraw (software
  rendered) mode using DirectSound for audio output.  On most of these
  machines, going into "Advanced Options/Audio", and turning off
  the "UseDirectSound" option prevented the lockups.  Playing in a
  window also prevented the lockups.

- Because of the way the OS works, many Windows NT machines experience
  significant latency in their sound effects, sometimes up to 1/4th
  second.

- Because of the way the sound system works CD audio volume needs to be
  manually adjusted using the Windows Volume Control Dialogue. This is 
  usually a tray icon on your start menu ( looks like a little speaker).
  We have found that having the CD Audio volume slider two notches from 
  the bottom works best with SFX at a reasonable in game volume level. 

- Due to a bug in the 200 version of the Unreal engine you will not be 
  able to play KHG using a Soundblaster live sound card. Using this card 
  the game will exit when the system attempts to play an AVI file. If you 
  have a soundblaster live please run KHG with the -nosound option. We will
  have an update for this shortly after release.
 
Network play issues
===================

The minimum speed connection for acceptable Internet play performance
is a 28.8K modem connection to your Internet Service Provider.

When you become disconnected from an KHG server, you are placed
in a small holding level (which looks like a holodeck). From
there, you can use the menus to reconnect or join a new server.

Known network play issues:

- When a new player enters a network game, clients may experience a
  1/4-second pause while the mesh, skin, and other data is loaded for
  that player. This is by design.

- KHG Internet play performance is highly dependent on the
  bandwidth of your connection, the latency (ping time), and
  the packet loss.  The game is designed to be playable up to
  300 msec ping times, 5% packet loss, and 28.8K connection speeds.
  Performance degrades heavily under worse latency, packet loss,
  and bandwidth connections.

- When switching between levels in a deathmatch game with a frag
  limit or time limit, or in a coop game at the end of a level,
  players are temporarily moved into the holding level (a small
  level that looks like a holodeck) for 5-10 seconds while the
  server switches levels and informs the clients of the level
  change.

- Coop savegames are not supported. Instead, the player who
  starts the coop game can specify the starting level.

- Multi-player co-op missions - due to game designs there are a few levels 
  in which you will not be able to complete if more then four deaths occur.  
  This is because of the limited amount of vac suits that will be available 
  for the players to pick up. If this happens you may still rejoin the mission 
  but will not be able to get another vac suit to complete the mission.  You 
  will have to wait until the rest of the party is killed or they finish the 
  level. You will begin the next level with your party.
 
- We have found that adding Bots to a multiplayer or co-op games will increase lag.
  We do not recommend using bots in multiplayer games. If you wish to play
  against bots we recommend the Botmatch option from the main game menu instead.

- We have lessened the transparencies for explosions. We have seen some 
  lag in framerate with multiple explosions occurring in the same area.
  To maintain a consistent frame rate despite a large number of
  translucent surfaces and/or explosion effects in software rendering,
  you might want to set "SlowVideoBuffering" to "True" in the
  "Advanced Options/Display" menu. This is especially helpful in 
  Multi-player games.

- You can not have two or more clients with the same name. If more then one client uses 
  the same name the second clients name will default to the host's name and the host will 
  be dropped out. 


========================
 Known Gameplay Issues
========================

- View bob - this has been limited in the game since the writing of the 
  manual. There is now only the default bob. 

- Vortex on elevators - a vortex  will not pull players into it when you activate it on an 
  elevator, you must use the vortex outside of the elevators. 

- Magboots - If a player is wearing magboots he will have to deactivate them to enter 
  the shuttlecraft.
 
- If you experience a lock up during the install, deactivate all virus protection programs 
  then re-run the install. After the install you may re-activate your virus protection 
  programs. 


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
		Default Key Assignments
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

LeftMouse		Fire
RightMouse		Alternate Fire
MiddleMouse		Move Forward
Tab			Type
Enter			Activate Selected Inventory Item
Shift			Walk
Ctrl			Fire
Alt			Alternate Fire
Pause			Pause
CapsLock		Look Toggle
Escape			Show Menu
Space			Jump
PageDown		Look Down
End			Center View
Left Arrow		Turn Left
Up Arrow		Move Forward
Right Arrow		Turn Right
Down Arrow		Move Backward

0			Switch Weapon to Batleth
1			Switch Weapon to Dak Tahg
2			Switch Weapon to Disruptor Pistol
3			Switch Weapon to Disruptor Rifle
4			Switch Weapon to Assault Disruptor
5			Switch Weapon to Spin Claw
6			Switch Weapon to Grenade Launcher
7			Switch Weapon to Rocket Launcher
8			Switch Weapon to Sith Har Blaster
9			Switch Weapon to Particle Dispersal Cannon

C			Duck
M			Mouse Look
S			Strafe Left
T    			Talk

F4			ShowScores
F5			ChangeHud
F6			QuickSave
F7			QuickLoad
F9			Screen Shot
F10			Cancel
F11			Brightness
F12			EndFullscreen

Equals			Look Up
Comma			Strafe Left
Minus			Look Down
Period			Strafe Right
Slash			Next Weapon
LeftBracket		Previous Inventory Item
Backslash		Change Hud
RightBracket		Next Inventory Item

F   			Feign Death
R			ReloadWeapon

NumPad0			Jump
NumPad4			Strafe Left
NumPad5			Move Backward
NumPad6			Strafe Right
NumPad7			Turn Left
NumPad8			Move Forward
NumPad9			Turn Right
GreyPlus		Next Weapon
GreyMinus		Previous Weapon
NumPadPeriod		Duck
Semicolon		Throw Weapon
SingleQuote		Strafe
MouseWheelDown  	Next Weapon
MouseWheelUp		Previous Weapon


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                        Additional Features
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This section contains information about items and features who's function
or implementation was changed after the printing of the manual.

Changing Camera Views
=====================

We do not recommend that you play at any camera view but the default.
However we have included three other camera views that can be used to 
observe game action.

They are as follows :

Behind view - third person style camera view
Overhead view - like the name says - overhead view of your character.
Player Cam - Camera that is facing the player and follows them wherever they go.

There are two ways to switch these views :

1. Type SwitchViewTo # at the console. The # 0-3 will switch camera 
position as follows :

0 - Normal
1 - Behind view
2 - Overhead view
3 - Player Cam 

You can also type the following at the console :

Behindcam	for Behind View
Overheadcam	for Overhead View
Playercam	for Player Cam View

To toggle back to normal type the command again.


Feigning Death in multi-player 
==============================

To fein death in multiplayer simply type feigndeath at the console.
This is also bound to the f key by default.


Taunting in multi-player
=========================

To taunt your enemies in a multi-player game type taunt at the console.
This can also be bound to a key in the advanced options under the raw 
key bindings section.

Console Commands
================

ACTIVATEITEM		Activates the currently selected item in your inventory.
ADDBOTS <number>	Adds more bots to the game.
ALLAMMO			Gives you 999 of all ammo types.
BEHINDVIEW 0		Resets this. 
BEHINDVIEW 1		Puts you in Tomb Raider style view.
BRIGHTNESS		Cycle through 10 screen brightness values
CANCEL			Cancels an "open" command in progress that is trying to connect to a network server.
CDTRACK <num>		Play the specified CD track.
CHANGEHUD		Changes current heads up display mode.
DEBUG CRASH		Test crashing the game by appError.
DEBUG EATMEM		Test allocating memory until it fills up.
DEBUG GPF		Test a general protection fault.
DEBUG RECURSE		Test crash by infinite recursion.
DUMPCACHE		Display the contents of the memory cache GCache
EDITACTOR <class>	During game play, edits the properties of the nearest actor belonging to that class.
ENDFULLSCREEN		Go back to playing in a window.
EXEC <filename>		Execute the console commands in the filename, default is in the System directory.
EXIT			Exit the program.
FEIGNDEATH		Play dead. Great for DM.
FLUSH			Flush all caches. Regenerates all lighting, 3d hardware textures, etc.
FLY			You can fly
GETCURRENTRES		Returns the current resolution
GETRES			Returns the valid resolutions for your window state
GHOST			Turns on No Clip allowing you to walk through walls.
GOD			You are invincible
HIDEACTORS		Hide actors during game play.
JUMPTO <x y z>		In The Editor, move the viewport to a certain X,Y,Z location.
KEYBINDING <key>	Tells you what "key" is bound to.
KILLPAWNS		Kills all non-players on the level
LOADGAME <num>		Load a game in position 0-9.
MEM			List memory usage; only works when Unreal is compiled with the memory-tracking option (it's usually not).
MEMSTAT			Show Windows overall memory statistics.
NEVERSWITCHONPICKUP 1/0	Whether to switch to new weapon on pick up or not.
NEXTITEM		Moves to the next item in your inventory.
NEXTWEAPON		Changes weapon to the weapon that is above current weapon.
OBJ CLASSES		Prints a list of all loaded classes.
OBJ GARBAGE		Collect and purge garbage ("garbage" means objects which are no longer in use).
OBJ HASH		Show object hashing statistics.
OBJ LIST <class>	List all objects belonging to the class (if the class isn't specified, lists ALL objects).
OBJ REFS <class> <name>	Show a list of objects which reference the object you specify.
OPEN <new level or URL>	Opens a local map (i.e. "klingons.unr") or an Internet server (i.e. "100.100.100.16").
PAUSE			Pauses/unpauses a game (if in Singleplayer).
PLAYERSONLY		Freezes all non-players on the level
PREFERENCES		Displays the Advanced Controls menu.
PREVITEM		Moves to the previous item in your inventory.
PREVWEAPON		Changes weapon to the weapon that is before current weapon.
QUICKLOAD		Loads game
QUICKSAVE		Saves game
REPORT			Copies a report of the current gameplay situation to the clipboard.
RESTARTLEVEL		Restarts the current level
RMODE			Set the rendering mode. 0-9.
SAVEGAME <num>		Save the game in a specified position, 0-9.
SAY			Allows you to chat in Multiplayer game (i.e. "SAY Hey")
SET INPUT <key> <value>	Binds "key" to "value". Can be used to bind keys from the console or with the "type" command.
SETDESIREDFOV <value>	Sets your Field of View to "value".This is reset every time you change or pick up weapons.
SETNAME			Changes your name.
SETRES <value>		Sets your resolution to "value" (i.e. 320x200, 1024x768)
SHOT			Take a screenshot and save it in the System directory with a consecutive name like Shot0001.bmp
SHOWACTORS		Shows actors during gameplay.
SHOWMENU		Brings up Klingons Menu Display.
SLOMO			With or without a number in the console and the game will slow down or speed up accordingly.
SOCKETS			In network play, shows a list of network sockets (UNetConnection's) in use
START <new level or URL>An alternative to Open.
STAT CACHE		Shows Cache as well as how many items are caching
STAT FPS		Shows current FPS
STAT GAME		Shows Game stats 
STAT GLOBAL		Shows overall on what's going on in the game such as FPS, Filter, Clip, etc.
STAT OCCLUSION		Shows Clip and Box info?
SUMMON KLINGONS.<class>	Creates a member of "class" right in front of you. Works for pickups, guns and monsters.
SWITCHCOOPLEVEL <new level or URL>	Causes the server (or local machine, in a single-player game) to switch to a new level with coop-style weapon carrying between levels.
SWITCHLEVEL <new level or URL>	Causes the server (or local machine, in a single-player game) to switch to a new level.
SWITCHWEAPON 1		Switches to Dak Tagh
SWITCHWEAPON 10		Switches to Bat leth
SWITCHWEAPON 2		Switches to Disruptor Pistol
SWITCHWEAPON 3		Switches to Disruptor Rifle
SWITCHWEAPON 4		Switches to Assault Disruptor
SWITCHWEAPON 5		Switches to Ding Pah
SWITCHWEAPON 6		Switches to Grenade Launcher
SWITCHWEAPON 7		Switches to Rocket Launcher
SWITCHWEAPON 8		Switches to Sith Har Blaster
SWITCHWEAPON 9		Switches to Disruptor Cannon
SUICIDE			Kills yourself. Great if you get stuck. 
THROWWEAPON		Throws currently selected weapon
TOGGLE B<command>	Toggles any of a number of b (boolean) values (i.e. bNoMosters, bCoopWeaponMode, bHumansOnly ect.)
TOGGLEFULLSCREEN	Toggles between Fullscreen and Windowed Screen
VIEWCLASS <class> <number>	Sets your view to the number of classname in the level.
VIEWDOWN		Moves View Downwards
VIEWUP			Moves View Upwards
WALK			Turns off either "ghost" or "fly". Can be used if you want to explore the intro.

Wingmen
=======

We have added an inventory item called the communicator. This item allows
you to call in re-enforcements in the form of wingmen. Activating the 
item will beam in two other Honor Guard trainees to assist you.

Things to keep in mind when using the communicator :

- This is a single use item. Use it wisely. Calling in wingmen in an empty
  room will cause them to stand around waiting for enemies.

- Wingmen are beamed in on either side of your location. Activating this item 
  near walls or in confined spaces will cause the wingmen to not be able to 
  beam in or worse yet they will beam in on top of your position and kill you!

Multi-player Scores
===================
To see the current score in multi-player games simply hit the F4 key.
 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                          Performance tips
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Our focus in creating KHG has been to deliver a next-generation
game that brings 3d gaming to a new level of realism using the Unreal engine. 
That is good. A side effect of this is that KHG also runs slower than past 3d
games on older or low-end PC's.  That is bad...but it's an inevitable
result of the large quantity of high-detail artwork; open, realistic,
and high-detail environments; and high-detail animations in the game.

What follows are some tips on how to up KHG's performance on
on machines where the game runs slowly.

If you are having machine speed problems please refer to the Unreal 
engine optimization document, optimize.txt found on this CD in the Extras folder.

Low Detail Settings
===================

The "Advanced Options" menu contains many settings that enable you
to trade off detail for performance.  Here are the choices:

Display / Low Detail Textures: Trades memory for texture
detail (resolution).  When on, reduces memory usage by 5 megabytes
on average.  Recommended for slow PC's and PC's with low memory.

Audio / Low Sound Quality: Trades memory for sound quality.
Turning this on reduces sounds to 8-bit, saving a significant
amount of memory.

Audio / OutputRate: Trades speed for sound quality.

  11025 Hz: Medium sound mixing quality; best for non-MMX machines.
  22050 Hz: High sound mixing quality; the default.
  44100 Hz: Ultra high sound quality.

Audio / EffectsChannels: Trades speed for sound realism.  The default
is a highly realistic 16 channels of sound.  On slower machines, you
may want to change this number to 8 or 12.


Memory
======

KHG's performance is highly dependent on the amount of RAM you
have in your machine, and the amount of memory that is available.
Machines with less memory will access their hard disk more
frequently to load data, which causes sporadic pauses in gameplay.
Thus, if you have a 32 megabyte machine, you should make sure
that you don't have other unnecessary programs loaded in memory
when playing KHG.

How KHG will perform under different RAM conditions:

- Less than 32 megabytes: Unplayable.
- 32 megabytes: Playable, but very frequent swapping to the hard disk.
  We highly recommend turning on "Low Detail Textures" and
  "Low Quality Sound" to reduce memory usage. AVI playback will be somewhat 
  choppy on a 4X drive.
- 32+ megabytes: Some swapping. Acceptable AVI quality.
- 64 megabytes: Great, with perhaps a teeny bit of swapping. Smooth AVI
  playback.
- 128 megabytes: Nice and smooth!


CPU Speed
=========

KHG is also very sensitive to CPU speed, memory bandwidth, and
cache performance.  Thus, it runs far better on leading-edge
processors such as Pentium II's than it does on older ones such
as non-MMX Pentiums.

How KHG will perform on different classes of machines:

* MMX P166 class machines: Slow rendering; large frame rate variations.
  We recommend playing in 320x200 resolution if available.
  We recommend setting the sound playback to 11025 Hz.

* P200 MMX: Good rendering speed; some frame rate variations.
  We recommend running low resolutions like 320x240 or 400x300.
  We recommend keeping the sound playback at 22050 Hz.

* Pentium II: Very nice rendering speed; consistent frame rate.
  Software rendering runs smooth in 512x384, 32-bit color resolution.
  You might try 44 kHz audio for best sound quality if you have plenty
  of RAM installed. Smooth AVI playback.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                    Dedicated Network Servers
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Explanation
===========

For optimal network play performance, you can launch a dedicated
copy of the KHG server on a computer.  This improves performance
compared to using a non-dedicated server but, of course, it ties
up a PC.


Launching
=========

You can launch a dedicated server by going through the regular
KHG "Start Game" menu, setting the appropriate options, then
choosing "Launch Dedicated Server".  This is what you'll want to
do for quick LAN games where you have an extra machine sitting around
that can act as a dedicated server.

Alternatively, you can launch a dedicated server from the command
line by running Klingons.exe directly (which usually resides in the
C:\Microprose\Klingons\System directory, or the System subdirectory 
of whatever other directory you installed the game in).  

For example, to launch the level "DR01.unr", run:

   Klingons.exe DR01.unr -server

++++++++++++++++++++++++++++++++++++++++++++++++++++++
General performance guidelines for Dedicated Servers
++++++++++++++++++++++++++++++++++++++++++++++++++++++

We find that a 200 MHz Pentium Pro can usually handle about 16 players
with decent performance.  The performance varies with level complexity
and other machine speed factors, so your mileage may differ. 

If you're running multiple levels simultaneously, Windows NT
outperforms Windows 95 because of its superior multitasking and
TCP/IP processing capabilities.

For best performance, we recommend having 32 megabytes of memory
per running level.  For example, for running 4 simultaneous
levels, 128 megabytes is ideal.

The KHG server uses up at least 28.8Kbits per second of outgoing
bandwidth per player (on Internet), so if you run the server on a machine
connected by a 28.8K modem, you'll only be able to support one client
with decent performance.  Dedicated servers that support many players
generally require the outgoing bandwidth of a T1 line or better.


++++++++++++++++++++++++++++++++++++++++++++++++++++++
               Using the Editor
++++++++++++++++++++++++++++++++++++++++++++++++++++++

Included with KHG is the unsupported version of 
UnrealEd. 

If you recieve an error message when running UnrealEd
that refers to a 'wrong version of DLL' or a 'runtime' error
please open the Extras\drivers\ folder on the cd and run the 
VBRUN50 patch.


====================
For More Editor Info
====================

Visit the Unreal home page on the Web, http://www.unreal.com/, for
the online documentation for UnrealEd.

UnrealEd is a memory hog -- it consumes over 100 megabytes of
memory (real or virtual) when editing a typical level, and up
to 200 megabytes when rebuilding the most detailed levels.

============
UnrealScript
============

UnrealEd contains a full compiler and development environment for
UnrealScript, Unreal's built-in programming language.  UnrealEd
enables you to view, edit, compile, and save scripts.

UnrealScript is an object-oriented language similar to Java.
It is by far the most thorough and advanced programming language
ever built into a game.

To view scripts, go into UnrealEd's class browser (in the panel
on the right hand side of the screen, select the "Classes" tab).
Here, you see Unreal's class hierarchy.  At the base of the
hierarchy is Actor, the class which represents all objects which
can exist, move around, and interact within a level.  

Full documentation on UnrealScript is available on the Unreal web
site at http://www.unreal.com/.

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