DUKE PLUS

A GAME ENHANCER AND CUSTOMIZER FOR THE EDUKE32 PORT OF DUKE NUKEM 3D

by Dan Gaskill (a.k.a. “DeeperThought”) 

TO INSTALL AND PLAY:

  1. Extract the contents of DUKEPLUS.RAR into a folder that contains the file “DUKE3D.GRP”
  2. Double-click on the included dukeplus.bat
  3. OR, if you don't use the .bat:  Launch the included EDuke32.exe.  DO NOT click the Start button yet.  Select the Game tab and then select DukePlus from the gamedir menu.  Now click Start.  The next time you launch EDuke32, Duke Plus will already be selected.
  4. To use the HRP with Duke Plus: Place “duke3d_hrp.zip” into a folder named “autoload” in your Eduke32 folder.
  5. In the EDuke32 main menu, select OPTIONS->KEYBOARD SETUP and assign keys for "RELOAD ALTFIRE" and "DUKEPLUS MENU".

TO CUSTOMIZE DUKE PLUS:  There is an in-game menu accessed by the DUKEPLUS MENU key.  Options set in the menu will remain set the next time you start a game (they are saved in duke3d.cfg).  There are some some additional options that can only be accessed in the file “USERPLUS.CON” inside the DukePlus folder.

TO AVOID PROBLEMS:  If you have an autoload folder, make sure that it only contains the HRP files (duke3d_hrp.zip and hrp_update.zip).  Any other files in autoload will likely cause problems.  Also, none of the files for Duke Plus (except for dukeplus.bat) should be located outside of the DukePlus folder.  This includes USERPLUS.CON, DUKEPLUS.CON, LIGHTS.CON, dukeplus.def, and the DUKEPLUS_RESOURCES folder.

 

DUKE PLUS VERSION 1.94 FEATURES

Game Fixes

HRP Fixes

Visual Effects


Weapon Options*

WEAPON DUKE PLUS OPTIONS*
MIGHTY BOOT KARATE KICKS
Move forward while pressing  QUICK KICK and Duke will perform a stepping side-kick.  Press backward and QUICK KICK and Duke will perform a spinning hook kick (more damaging than the side-kick, but leaves the player more vulnerable).   You have a finite amount of kick energy that will replenish over time.
PISTOL RELOADING
The HUD shows how many bullets remain in your pistol clip(s).  You can reload at any time by pressing the RELOAD/ALT-FIRE  key (replaces CENTER VIEW).
AKIMBO PISTOLS
When this feature is on, Duke will wield two pistols at once after picking up a second pistol. Once you have a second pistol, you can toggle between using one or two by pressing the WEAPON 2 (pistol) key. Akimbo pistols are less accurate than a single pistol, but the firing rate is doubled.
SHOTGUN CRUIZER SHOTGUN
Replaces Duke’s standard shotgun with the Duke Nukem Mossberg Cruizer, which uses a new model and sounds (see credits below).  It has a clip that holds eight shells, which can be reloaded at any time using the reload key, or reloads automatically when the clip is depleted.  Press fire during the reloading sequence to cancel and start shooting.
DOUBLE-BARRELED SHOTGUN
A sub-weapon of the shotgun (press 3 to switch to it from the regular shotgun, if you have picked it up).  It will not normally appear in the game (it is tile 6324  and can be placed in maps manually) but there is an option in the monster sub-menu to make some pigcops use it (and drop it when they die).
CHAINGUN MP5 SMG
Replaces Duke’s standard chaingun with an MP5 that has a 30 round clip.  It is powerful than the chaingun, but this is balanced by there being less available ammo and the need to reload.  Like the Cruizer shotgun, it can be reloaded using the reload key if you don’t want to wait until the clip is empty.
OVERHEAT (for standard chaingun only)
When this feature is on, the chaingun has double its maximum ammo capacity, does slightly more damage than normal, and can overheat.  When you fire the chaingun, an overheat bar will appear in the HUD and begin to fill.  As the chaingun gets hotter, the word “OVERHEAT” will be displayed – when the word starts flashing, the gun is near overheating.  If it overheats, you cannot fire again until it cools down.
ROCKET LAUNCHER HEAVY ROCKET LAUNCHER
Does more damage, with a larger blast radius and faster rockets.  This is balanced by the need to reload it (two rockets per clip), and the fact that rocket packs contain fewer rockets if the big rocket launcher is used.  The alt-fire on the heavy rocket launcher fires a volley of cluster rockets.
PIPEBOMBS Press the reload/alt-fire key to switch between trigger mode (the standard mode in which pipebombs are detonated by a trigger) and timer mode (in which pipebombs detonate after about four seconds).
SHRINKER Press the reload/alt-fire key to switch between shrinker mode and mind blast mode.  In mind blast mode, the weapon will cause enemies fight on your side for a period of time (stronger enemies are affected for a shorter durtation).
DEVASTATOR Press the reload/alt-fire key to switch between rocket mode and shotgun mode.  Shotgun blasts coming from the Devestator are less accurate and less damaging than the regular shotgun.  However, the increased rate of fire more than makes up for this.  A useful mode for close quarters (to avoid suicide) or cause instant damage at long range (great for multiplayer).
LASER TRIPBOMBS MONSTER CAPSULES (a.k.a. Dukemon)
The player starts with three capsules, which take the place of the tripbombs and look like pipebombs (but are larger and colored when thrown).  An empty capsule will attempt to capture any nearby  monster once it is deployed.  The power of the capsules increases as you capture monsters, allowing you to capture stronger monsters.  After a capture, retrieve the capsule.  If you throw that capsule again, the monster will be released and will fight on your side.  You can re-capture the monster to store it for future use and restore its health, but capturing monsters that are already allies does not increase your capsule power  To switch between the different capsules you are holding, press the RELOAD/ALT-FIRE key.  The contents of the currently selected capsule are displayed in the HUD.
FREEZER NOT YET IMPLEMENTED
EXPANDER GRAVITY GUN
Use the Alt-Fire key (same key as reload) to pull distant objects toward the player and hold them.  Once an object is held, press fire to shoot it at high velocity.  Firing when an object is not held will shoot a beam that pushes objects away.
KNOCKBACK The shotgun and other high damage weapons have the ability to knock monsters backwards.  The amount of knockback is adjustable.

*Optional features can be toggled on or off using the in-game menu

Player Abilities

MANTLING ABILITY WITH LOWERED JUMP HEIGHT* When this feature is on, Duke will automatically grab onto ledges. He can hang, there, move sideways (if the ledge allows), or press JUMP to climb up. Press TURN AROUND to glance behind you while mantling.
DODGE MOVES* Double tap on a direction key to quickly dodge in that direction. Jump while in mid-dodge to perform a long jump. While touching a wall, jump up and dodge away from it (i.e. if the wall is directly behind you, double-tap forward) to perform a wall jump.
RUNNING* More realistic acceleration.
FOOTSTEPS Sounds depend on the surface being stepped on.
GRABBING/THROWING* If this ability is turned on, press OPEN on an object to pick it up.  Press FIRE to throw a held object or OPEN again to drop it.  You can also use quick kick on a held object and it will fly away (or be destroyed).
WORKING COLA MACHINES Press the open key while facing a cola machine to insert coins.  On the third coin, it dispenses a can, which will roll across the floor if unobstructed.  You can pick up the can by pressing the OPEN key on it.  Pressing FIRE will drop the can, while pressing OPEN again will make Duke open the can and drink the cola (5 health).  After drinking the cola, Duke will drop it and stomp on the can if close.  You cannot drink from a can that has been damaged or has already been opened.  Breaking the cola machine will cause it to dispense a random number of cans.
FLARES* When USE_FLARES is set to ON, Duke can take out a flare with the USE FLARE key (replaces the AIM DOWN key).  The flare will light up nearby areas, making it easier to see.  Place the flare by pressing the USE FLARE key again, or throw it by pressing FIRE.  By default, you can have up to three flares spawned at one time (this number can be changed).  If you want so spawn a new flare but have reached the maximum number, you must either destroy one of the existing flares or wait for it to expire.  If the USE_FLARES feature is on, the Duke Plus dynamic lighting system is loaded up when the game starts.  Depending on your computer and on how many flares or other dynamic lights have been spawned, you may experience low frame rate.  There are various options in USERPLUS.CON for tweaking the settings of the lighting system which can effect performance and quality.
ENHANCED INVENTORY ITEMS*

If STOREHEALTH is set to YES, unused health items are stored in the first aid kit.

If STEROID EFFECTS is set to YES, kicks do 4X damage when the player is using steroids, and everything in the game world will seem to slow down, except for the player's movement.

If HOLODUKELIGHTNING is set to YES, the HoloDuke hologram will electrocute monsters who wander close to it.

IF GOGGLESWITCHES is set to YES, the nightvision goggles will reveal which dip switches need to be set.

BULLET SPREAD* Change the degree to the player's bullets spread (pistol, shotgun and chaingun may be set separately)

* Ability is optional.  Most optional abilities can be toggled using the in-game menu, and some can be turned on by editing USERPLUS.CON

Duke Plus Map Effects

In Duke Plus, it is possible to make working ladders, tranparent water, multistop elevators, and many other new map effects.  See the guide for complete descriptions of the effects and how to include them in your map:

DUKE PLUS MAP EFFECTS GUIDE

Miscellaneous Features

The Duke Plus In-Game Menu

When you start a game using Duke Plus for the first time, you will see a message at the top of the screen telling you to bring up the menu, using the menu key (which you may assign in the Eduke32 main menu under OPTIONS -> KEYBOARD SETUP).  The menu is divided into five sub-menus:  WEAPONS, ABILITIES, MONSTERS, and EFFECTS, and WEATHER..  The weapons and abilities options have already been described above in the WEAPON OPTIONS and PLAYER ABILITIES sections.  The monster options are as follows:

SHOW MONSTER LIFE BARS --  The length of a bar over a monster's head indicates the amount of remaining life it has left.  Damaging a monster causes the bar to flash.  Note that this feature applies to Duke bots as well.

RANDOM ATTRIBUTES --  Randomized monsters can spawn with various attributes that normal monsters don't have.  They may have more health, use different attacks, drop different items, teleport, use different tactics, or be immune to certain weapons.  The number you set here is the probability that the monster will have each of the possible random traits.  Generally speaking, the higher the number, the more challenging the game will be.  See the MONSTER FLAGS table below for a list of the different attributes.

DAMAGE INFLICTED -- This is the percent of normal damage that the monsters inflict on enemies. 100 by default.

DAMAGE RECEIVED -- This is the percent of normal damage that the monsters receive from the player.  100 by default.

MONSTER IN-FIGHTING -- Set to YES if you want monsters to fight each other after friendly fire incidents (like in Doom).

BOT ASSISTANCE -- Set to YES if you want the multiplayer start positions in the map (if any exist) to be taken by Dukebot helpers in a singleplayer game.

DOUBLE MONSTERS & EXTRA AMMO -- Does what it says.

ENHANCED AI -- Set to YES to change the enemy behavior for greater challenge.  Changes include:

The effects menu options are as follows:

DAMAGE EFFECTS -- Set to YES for special decals and other effects caused by weapons

MIRRORED MAPS -- Causes all levels to become flipped on the X plane.  Good for adding replay value to familiar maps.  Known bug:  some swing doors will open in the wrong direction.

DOUBLE-SIZED MAPS -- Maps are scaled up 2X.  The player is given extra jumping height (hold down the jump key for extra height) so that the larger maps are still passable.  Use in conjunction with the double monsters option (in the monsters menu) for added challenge.  Known bugs:  Some sprites are already so large that they cannot be doubled in size; this could make some maps impossible (e.g. if the affected sprites were part of a sprite bridge).  Some map effects which depend on timing and distances may be spoiled.

ITEM QUOTE STYLE -- Choose from 3 styles for item pick up messages.  In addition to the classic style (large messages across the top), you can choose Duke Plus style (quotes flash, and item quotes can be displayed in combination with another quote, such as a secret area message), or Dukematch style (small messages on the side of the screen)

NEW SOUNDS -- Replaces some sounds from the original game with new ones.

HI RES BLOOD -- Replaces the 8-bit blood pools with hi-res 32-bit color ones

WATER SPLASHES -- Adds new water splashing effects

PIGCOP JIBS -- Adds modelled jibs for pigcop body parts.

SMOKE AND TRANSTAR -- Replaces smoke puffs and transporterstar effects with higher quality versions


The weather menu options are as follows:

WEATHER TYPE -- Can be set to rain or snow. 

WEATHER COLOR -- 0 = standard, 1 = blue, 2 = red, 4 = black, 6 = green with inverted brightness, 7 = yellow, 8 = green, 13 = gray.  Most of the other colors do nothing, but feel free to experiment...

WEATHER TRANSPARENCY -- 0%, 33%, or 66%

WEATHER SEVERITY -- The number of weather sprites that are spawned every tic.

RADIUS -- The maximum distance from the player that weather sprites will spawn.


HUD Display

Map Display

Bot Allies

A bot will follow a path only if 256 has been added to its EXTRA in Mapster (setting EXTRA on a RESPAWN or SPAWNER that spawns the bot has the same effect).  A bot trail is made of of WAYPOINT sprites (tile # 1490 in the Duke Plus tiles05.art).  The first WAYPOINT must be given a lotag of 1 (NOT 0!), and they must be placed in sequence with ascending lotags.  The path can be made to loop -- in that case, make sure that the first WAYPOINT in the path is accessible from the final waypoint in the path (just as you would do with a RECON path).  Instead of being a loop, the path can be made to end by adding 1 to the EXTRA of a WAYPOINT.  Once a bot reaches a WAYPOINT that has 1 as part of the EXTRA bitfield, it will stop following waypoints and resume its normal behavior of attempting to follow the player.

ADVANCED USES OF WAYPOINTS:

If YVEL is set on a WAYPOINT sprite, then the first bot who reaches that WAYPOINT will activate any ACTIVATOR, ACTIVATORLOCKED, MASTERSWITCH, RESPAWN, SPAWNER, FUSE or SE that is triggered by that tag.  This can be used to make a bot open a locked door, etc.

If ZVEL is set on a WAYPOINT, then a bot who reaches it will stop and wait there.  He will not move from that spot (except to fight monsters) unless the WAYPOINT has been activated by a switch, SPAWNER or DPTOUCHPLATE that has a YVEL equal to the ZVEL of the WAYPOINT.  This is useful, for example, if you want a bot to wait patiently at a door until the player unlocks it, and then continue on his path.

If 1024 is added to the EXTRA of a bot (and is used in combination with 256), then the bot will be in lead player mode.  When in leading mode and on a path, the bot will automatically stop to wait for the player if the player is not close to him.  To disable this feature only on certain WAYPOINTs, add 2 to the EXTRA of those WAYPOINTs.  This is useful if, for example, you want the bot to start on his path when he is still far away from the player, but then you want him to lead the player when he reaches a certain area.

In addition to the BOT ASSISTANCE option, bots can be placed directly in a map. Place a BOTALLY (tile 1431) in the map and give it a lotag of 1. Then determine its attributes by setting its EXTRA ('M on the sprite in mapster to set EXTRA). As with monsters (see below), this acts as a bitfield:

 

BIT

EFFECT

1

AWAKE AT START, NEVER SLEEPS

2

DOUBLE STRENGTH

4

QUADRUPLE STRENGTH

8

MEDIC

16

HAS SHOTGUN

32

HAS CHAINGUN

64

HAS RPG

128

HAS FREEZER

256

FOLLOWS WAYPOINTS

512

WILL PATROL STARTING POINT

1024 LEAD THE PLAYER MODE (use with 256)

 

Add together the bits that you want to get the desired effects. For example, a BOTALLY with an EXTRA set to 26 (16 + 8 + 2 ) will be a medic with double strength and a shotgun.

 

Monsters

  MONSTER FLAGS

BIT

EFFECT

1

AWAKE AT START, NEVER SLEEPS

2*

DOUBLE STRENGTH

4*

TRIPLE STRENGTH

8**

INCREASED  ATTACK POWER

16

ATTACK VARIATION 1

32

ATTACK VARIATION 2

64

ATTACK VARIATION 3

128***

TELEPORTS

256****

SPECIAL (DEPENDS ON MONSTER)

512

EXPLOSIVES RESISTANCE

1024

SHRINKER, EXPANDER, LASER IMMUNE

2048

SMART TACTICS

4096*****

BACKS AWAY FROM PLAYER

8192******

DOES NOT WALK OFF LEDGES

16384 PLAYER ALLY

*If bits 2 and 4 are both set, then the monster will have x6 normal hit points.

**Increasing attack power will have different effects depending on the monster. On a Sentry Drone, for example, this bit will cause its explosion to do double damage. On other monsters, it will cause the monster to fire two shots instead of one. In some monsters, the monster will fire one shot for double the normal damage. Sharks with increased attack power will become killer sharks and will behave differently from normal sharks.

***The monster will sometimes try to teleport behind its target if the target is facing it.  This is more likely to happen in open spaces. If the monster cannot find a good spot to teleport to, it will not teleport.

****On NEWBEAST, this flag will cause it to use only is claws to attack.  On LIZTROOP, this flag will make it a suicide bomber:  it will rarely shoot, and will detonate itself when close to an enemy.  On ROTATEGUN, this flags will make it shoot at double the normal rate.  On PIGCOP, it will give the pig a double-barreled shotgun.

*****The monster will try to back away from the player if the player is in sight, but it will keep shooting.

******This can be used as a substitute for STAYPUT type monsters – the monster can still walk around but will not walk off ledges. DO NOT PLACE MONSTERS WITH THIS FLAG ON SPRITE BRIDGES. Also, it does not work on DRONE, OCTABRAIN or COMMANDER.

Examples: Press 'M on a PIGCOP sprite in mapster and set the EXTRA of a PIGCOP to 10 (2+8), and it will have double hit points and double attack power. A LIZTROOP with an EXTRA of 196 (4+64+128) will have x4 hit points, shoot railgun shots, and be able to teleport.

Table of monster attack variations

MONSTER ATTACK VARIATION 1 ATTACK VARIATION 2 ATTACK VARIATION 3
LIZTROOP STARPROJ FIREBALL RAILGUN
LIZMAN STARPROJ FIREBULLET RAILGUN
PIGCOP STARPROJ FIREBULLET RAILGUN/MORTAR
COMMANDER FIREBALL ELECTRONET
SENTRY DRONE FIRELASER TURRET BULLET TURRET ROCKET TURRET
NEWBEAST FIREBALL ELECTRONET EXPANDER
TURRET BULLETS ROCKETS RAILGUN
EGGSPAWNS NEWBEAST
OCTABRAIN ELECTRONET SHRINKER FIREBALL
TANK STARPROJ/FIREBULLET
RECONDP* STARPROJ/MORTARS BULLETS/FIREBALL
BOSS1 STARPROJ/MORTAR FIREBULLET/MORTAR RAILGUN/MORTAR
BOSS2 FIREBALL/FIRELASER
BOSS3 FIREBALL ELECTRONET
BOSS4** EXPANDER
*note that these variations can be used together (add flags)
**the normal attack of BOSS4 for pals other than 0 is the- ELECTRONET

 
New projectile descriptions:

FIREBULLET -- A fast moving projectile with a red smoke puff trail. Bounces off walls.
STARPROJ -- Resembles a shooting star, breaks up into shrapnel on impact.
ELECTRONET -- An electrical net that spawns lightning bolts on impact.
FIREBALL -- A slow moving fireball that tracks the player, can be shot out of the air with hitscan weapons.
RAILGUN -- A railgun shot.

 

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THANKS TO

TerminX” and the rest of the EDuke32 team, for creating and supporting EDuke32

"Plagman" for writing the core of the map mirroring and scaling code

Hellbound”, for creating the blood and bullet impact decals, as well as the models for the debris and the shotgun muzzle flash

Kaiser”, for creating the flare model and skin.

Usurper”, for the animated up and down switches and the snow flake graphic

James Stanfield, for much of the footstep sound code and the camera control code

Hunter_Rus”, for some of the HRP fixes and for improving EDuke32

Tea Monster”, for the cola can model and skins, and for the rocket impact scorch mark decal

Edisleado”, “HellSpike”, and “Pete”, for creating the model and skins for the Duke Nukem Cruizer shotgun

Short_Fuse” and “Creeping_Jesus” for creating the model and skins for the MP5A4 SMG

DavoX” for importing both the Cruizer and MP5 into md3 format and recreating the animations for them

"Gambini" for his maps utilizing Duke Plus, and for all his ideas on how to improve Duke Plus

 

Changelog

1.95  12-21-08

When the enhanced AI option is on, lizard troopers will drop laser pistols (the weapons they actually use!) instead of pistol ammo.  To use the laser gun, switch to mighty boot (weapon 1).  Hold alt-fire to charge it for a more powerful shot.

1.94  12-15-08

All of the DP tiles that were in tiles013.art have been moved to tiles024.art.  The main advantage of this is that Duke Nukem maps that use tiles013.art for custom art are now compatible with DP.  Unfortunately, it means that any DP maps that contain DP sprites with the old tile numbers will need to be updated.  I have already updated the maps that come with DP.   The following tile numbers have changed:

CRATE1 6314 (was tile 3498)
CRATE2 6316 (was tile 3500)
FUSE 6319 (was tile 3503)
DBSPRITE 6324 (was tile 3508 ) -- this is the double-barreled shotgun pickup

1.93  12-14-08

-tweaked HUD defs so that the DP weapons don't glitch with animation smoothing 
-adds a melee attack to the double-barrel shotgun (use alt-fire button)
-fixes bug with HUD shotgun shell display
-Octabrain mental pulling only grabs player when player is facing the Octabrain, and doesn't pull him too close
-fixes filename case error (was only a problem if you use linux)
-adjusted sparking sounds so they can't be heard from far away
-
includes minor update to Blown Fuses map

1.92  12-09-08

-includes demo map for Skycar (use the Duke Plus maps episode to access)
-includes updated version of Blown Fuses
-EGG and RECON now work with RESPAWN, and respawned sprites have the correct palette (bugs fixed in original game)
-karate kicks can be turned on/off in menu
-karate kicks kill attached slimers
-laser sparks are turned on/off with damage effects menu option
-new transition effect which works like sleeper SE but can be used multiple times

1.91  11-1-08

-Game speed can now be controlled in the main DP menu
-Fixed a crash bug
-Moncapsules are easier to use (they break open on impact)
-Added option for enhanced AI in the monster sub-menu
-Added support for the Skycar vehicle (but maps for it will not be included until later)
-Improved muzzleflash for Mp5 (thanks to Gambini)
-Full soda cans now spill cola when you shoot them


1.90  11-1-08

-Added several effects derived from SD_Duke to the effects menu (thanks to Hellbound for the art)
-Moved weather control to its own menu
-Fixed some bugs
-Includes new EDuke32

1.87  10-15-08

-Gambini's Blown Fuses level has some bug fixes and improvements
-The hub level has cool looking white portals
-Includes new EDuke32

1.86  9-29-08

-Includes a new EDuke32 which fixes a crash bug when loading a saved game in a DP level
-Clocks can no longer be grabbed by the gravity gun
-Fixed a bad sizeat command

1.85   9-26-08

-Includes an overhauled version of Mia Max's Desert Base level
-Duke now has side-kicks and spinning hook kicks.  Press forward and the quick kick key for the sidekick, press backwards and the quick kick key for the spinning kick (or press fire if the mighty boot is your selected weapon).  The new kicks are still experimental, and are not mentioned in the menus or documentation.
-Trooper lasers now have an impact effect and sounds
-Added cluster rockets as the alt-fire mode for the heavy rocket launcher
-Monster in-fighting is now on a percentage system instead of either ON/OFF.  The higher the %, the more likely a monster is to retaliate if hit by friendly fire.  The default is 40%, but you may need to adjust it if you are using the cfg from a previous version.
-New sound variations for explosions
-Fixed a bug which caused pal 1 monsters to have 1 strength.
-Fixed a bug which prevented the player from throwing an object with his hands while holding the gravity gun.
-If the cruizer shotgun is disabled in the menu, then the player will not acquire the cruizer shotgun when picking up a double-barreled shotgun (so you can now switch between the original shotgun and the db shotgun, if desired)

1.83   9-01-08

-Fixed the killer sharks, which were completely broken
-Made an improvement to mantling which helps when grabbing onto sloped surfaces
-Fixed major bug which prevented monsters from respawning on Damn I'm Good
-Includes new build of EDuke32 which fixes an ancient Duke 3D bug that made monsters get stuck in water

1.82   8-29-08

-Fixed some bugs with mantling that prevented the player from grabbing onto some ledges
-Includes replacement smoke (must use polymost to see the new sprites)
-The damage caused to the player by non-rocket explosions is no longer scaled if the player is using the damage scaling option.
-You can now choose among three styles of item pickup messages in the Effects sub-menu
-The weather color is now applied to the color number in the effects menu, so you can see what it will look like
-Fixed bug which caused the max medkit amount to be set to 0 if classic default settings were selected
-Includes the latest build of EDuke32 (as always)

1.81   8-25-08

-Reverted to the old  method of having DP load the player's normal DEFS.CON and USER.CON, rather then DP's own versions of these.  I realized that loading special DP copies of these was  preventing people from using the HRP music and other custom content specified in their CONs.  The downside to this is it means I will get false bug reports again from people trying to use non-Atomic CONs with Duke Plus.
-Added the nocompress parameter to the texture defs AGAIN, this time in the correct place
-Fixed some bugs with the turrets that are attached to Sentry Drones (like the ones in Project Zero)
-Includes a version of Project Zero with minor improvements
-Reduced the max speed at which a monster can be knocked back, in an attempt to prevent glitches
-Fixed a bug which caused the MP5 to show the reloading animation when it ran out of bullets
-Made some tweaks to the monster doubling and randomized monster features in an attempt to fix bugs (not sure if they are fixed)
-Fixed a bug where after picking up the double barreled shotgun it could become impossible to switch to the other shotgun
-Includes the latest EDuke32 which compiles the CONs much faster, resulting in a shorter startup time

1.80b   8-22-08

-Fixed a bug which caused FIRELASER to display as a black box when software rendering was used
-Eliminated some annoying log errors
-Turning off damage effects will now prevent extra debris from spawning from pipebomb explosions.
-Fixed an error in this manual (wrong tile number for double barreled shotgun)
-Added the nocompress parameter to the texture defs, to prevent possible problems caused by reduced texture quality settings
-Now using the scriptsize command to prevent potential problems caused by auto-increasing the script buffer size

1.80   8-21-08

-No longer requires the  .bat file to start; just pick DukePlus from the game directory drop down menu in EDuke32
-Includes Project Zero, a new map by Spiker
-Blown Fuses, by Gambini, has been given an improved beginning and a totally new ending
-The levels made for Duke Plus are now accessible via a hub level which has its own episode
-Made a few small gameplay tweaks to Wonderful Christmas Time and Blackened
-Added new options in the effects sub-menu for mirroring and enlarging maps (thanks to Plagman for  the guts of the code)
-New double barreled shotgun, and menu option for  giving it to pigcops
-Big update to the dpeffects map, showcasing many of the new map effects
-New steroids effect in singleplayer:  everything else in the world slows down while your movement speed remains unchanged
-Akimbo pistols now fire one at a time (before, the shells and sounds did alternate, but the bullets were simultaneous)
-Fixed  positioning and display bugs of akimbo pistols
-Added menu option for new sounds (so far just a few replacement sounds)
-Replaced sound for MP5 firing
-Changed the ammo handling system of Cruizer shotgun so that it works like the other weapons
-Greatly improved the bot ally following code
-Bots glow with nightvision and cast shadows
-Fixed several variable handling errors, one of which had caused crashes
-New map effect:  quoters, which can display a quote and/or picture when the player enters a certain sector
-New map effect:  sleeper SE, which makes the player fade to black and then wake up in a different area
-New map effect:  helicopters that fly by and drop off supplies, friends, foes, etc.
-New map effect:  customizable shooter sprite
-Improved the multifloor elevator.  Now the up and down buttons can be placed inside of it and objects inside the elevator move better
-Improved the pulsating sprite effect so that the pulsing is smoother and it now works on floor alligned sprites
-Various small bugfixes and improvements related to transparent water
-Improved the moncapsule pulsing effect
-Lightning will flash when it is visible to the player, and will make a dynamic light effect if that system is active
-Improved randomizer for random monsters option (thanks to Hunter_Rus)
-Gravity gun now drops grabbed items with alt-fire instead of the use key, so you can open doors without dropping
-Rewrote the knockback code and it works much better now
-Rocket scorch decals should no longer spawn on forcefields, but rarely they do anyway at a right angle to it :(
-Fixed bug which prevented medkits from increasing the medkit amount beyond 100 if the player had raised the max amount
-The DP menu can be navigated by mouse
-Improved HUD positioning of Cruizer shotgun
-Reduced the reload time of the MP5
-Reduced the reload time of heavy RPG
-Improved array handling for sector based dynamic lighting
-Explosions, rockets, FLOORFLAME and other fires now treated as dynamic lights if the lighting system is activated
-Shell casings now move in the correct direction when hit by explosives
-Fixed bug which could cause monsters to jump when hit by the mind blast
-Randomized muzzle flashes on Cruizer shotgun and MP5
-Toilets and fire hydrants  can be ripped from the floor  using the gravity gun, then picked up and thrown
-Fixed bug which prevented  items dropped by monsters to move away from the monster as intended
-Fixed bug which would cause the shrinker pickup to give full ammo and stay on the ground if you had full expander ammo when touching it
-Fixed mantling bug which allowed the player to grab onto sloped ceilings
-Disabled mantling and the menu nag in multiplayer
-Menu nag has smoother scrolling
-All bodies of monsters can now be shot by any weapons (and they bleed), frozen, squished, and non-bosses can picked up, used as weapons with the gravity gun
-The player is slowed  when carrying heavy objects
-Thrown items move a bit more realistically, with lighter items going farther, and objects following a more realistic arc
-If you kick a held object, it will fly off and travel farther than if you threw it (if the kick doesn't break it).
-Eliminated the long pause that occurs between the time that you shoot a sitting liztroop and when it dies
-Miscellaneous other small bugfixes

1.75   7-12-08

-Added Monster Capsules as an optional replacement for laser tripbombs.  See the weapons options documentation for details
-Includes Blown Fuses v 111, which has various small improvements
-Fixed the way that battlelords and queens aim at other monsters when they are player allies
-Adjusted the mortars and guided fireballs so that they target correctly when fired by player allies
-Fixed a bug which caused the DP transparent water to behave incorrectly when the player travelled directly from one water sector to another

-Fixed a bug which prevented DP water effectors from using the heightless water sector feature (where extra is set to 1 on the SE)
-Reduced the frequency with which randomized monsters drop items
-Added an effect whereby objects thrown into pools of transparent water will float near the surface (some exceptions for solid metal objects).  If the HRP is used, you can see the objects turning on their sides when landing in the water
-Fixed a bug which could cause frozen monsters to be shattered by the items they drop (they appeared to shatter immediately upon being frozen)
-Fixed a bug which caused shrunken randomized monsters to drop extra items when stomped
-Moved the DP menu higher on the screen to prevent overlap with a full sized status bar at the bottom
-Moved the bot allies option from the weapons sub-menu to the monsters sub-menu
-Added a new monster flag for LIZTROOP; adding 256 to their EXTRA will make them into suicide bombers (if an enemy is close they touch a button on themselves to detonate)
-Added a new monster flag for ROTATEGUN; adding 256 to their EXTRA will make turrets fire at twice the normal rate
-Fixed a bug which caused dead sharks to bob and and down on top of the transparent water, instead of just floating to the top and staying there
-Fixed a bug which allowed the player to trick the game into loading extra shells into the shotgun by repeatedly switching from the MP5 to the Cruizer shotgun while the MP5 is reloading
-Changed the clip system for the pistol and mp5 so that the ammo amount displayed is your total  ammo (including what is in the clip).  This new system fixes some bugs.
-The feature whereby monster bodies placed in maps can be blown up, is working correctly again (it was broken in 1.7 due to an optimization  that incorrectly identified those body sprites as ones that should not be running EVENT_GAME code)

1.73   6-29-08

-Includes Blown Fuses v 110, which has various small improvements and is now 100% HRP compatible
-Now includes Desert Base, a new map by Mia Max!

-Fixed bug which caused monsters do drop too many items when stomped by the player in random monsters mode
-LIZTROOP will sometimes drop a pistol instead of ammo, so akimbo pistols are still available in  non-DP maps (but dropped pistols only have 12 ammo, not the regular 48)
-Added a few new entries to the effects guide, including one for the sparking effect
The following had been fixed and uploaded a few days ago:
-Fixed bug which caused trees to always retain their cstat from mapster, instead of just when they had a lotag
-Fixed a bug introduced in 1.7 which caused a couple of the letter sprites used for DP effects to disappear even when the letters were not tagged.
-Fixed a bug introduced in 1.7 which prevented the lightbugs from showing up.

1.71   6-24-08

-Improvements to bot path following code
-Includes Blown Fuses v 103, which fixes some minor map bugs
-Fixed priority on some of the sounds
-Changed the .bat and CONs in order to avoid players accidentally using an outdated version of DP, in case they have old versions of the CON files loose in their directory.
-Included the authoring document for Iggy's Spacejump map, which was accidentally left out in 1.7
-Updated the DP Effects guide to include entries for the Weapon Options controller, Tree cstats, and saw blades

1.7   6-21-08

-New singleplayer map by Gambini, "Blown Fuses"
-Added new sample map by Gambini (DPeffects.map). This has examples of almost every Duke Plus effect.
-Optimized so that inert sprites do not run unnecessary code.
-In-game menu for changing most of the optional Duke Plus settings
-Pipebombs can switch between trigger and timer modes (alt-fire to toggle)

-Shrinker can switch between shrinking and mind blast modes (alt-fire to toggle)
-Shrinker can switch between shrinking and mind blast modes (alt-fire to toggle)
-Gravity gun is an optional replacement for the Expander
-Added saw blades for the gravity gun
-Optional ability to pick up and throw a large variety of objects
-New option for monster in-fighting
-Transparent water can be set to bob up and down, and underwater visibility can be adjusted
-Jibs which have been placed in maps as decorations will not spin (their model animation is disabled)
-Mappers can set certain tile numbers to be rendered only as sprites (disables model rendering)
-Support for fuse puzzles added
-Blood sprites now added to deletion que (optimization)
-Blood sprites no longer hang over ledges
-Improved dynamic lighting effect
-Added simple waypoint system for bots (similar to locators for RECON)

-Added special blocking sprite that becomes invisible in game
-Added noise sprites (sound effect sprites that are easy to use)
-Speeded up reloading on the Cruizer shotgun
-New graphic for FIRELASER
-More options for SPAWNER
-Changed monster RAILGUN to make it more balanced and not clip through walls
-Eliminated bullet resistance flag, replaced with special flag (currently used to make NEWBEAST not shoot)
-Added waypoint system for bots
-Improved randomized monsters option (random minibosses, more sensible drops)
-Lightbugs can now be made into dynamic lights
-Various improvements and bug fixes, too many to list

1.6   4-17-08

-Everything in Duke Plus, except for the optional replacement weapons, is now compatible with the classic 8-bit graphics renderer -Added option to jump pads to make them show their destination -Fixed a bug which made it impossible to emerge from transparent water when the water was at a certain height. -Added a new SECTOREFFECTOR lotag for floor and ceiling texture panning.

-Breakable glass sprites.

1.5   2-25-08

-Various bug fixes. The biggest bug fixed concerned the Dukebots not targeting enemies correctly in many situations. -Improved skin for Duke's arms holding the Cruizer Mossberg shotgun and MP5 (thanks mostly to Kaiser). - Improved mantling and added a "FREERUNNER" option for doing multiple wall jumps. - The TURN AROUND key will make a player glance behind if he is hanging on a ledge (mantling), instead of making him turn his body around. - Added boxes which can be picked up, thrown, placed and stood on in order to reach high places. The larger boxes cannot be picked up, but can be pushed (hold use while pushing). - Added killzone feature to SE of death. - Added a decorative effect for smoke gusts blowing past. - Added code for sprite platforms that can move back and forth along predefined routes or in circles (undocumented)

1.4   1-22-08

-New dynamic lighting system.  The player can use flares (optional) and dynamic lights can be placed in maps. -Cleaner installation (everything is now inside of the DukePlus folder) -New option for transparent water:  set the EXTRA of the water sector effector to 1, and the sector will be considered entirely underwater (regardless of the height of the SE).  This can prevent a problem where water height is not detected correctly. -Fixed a bug with the Dukebots which sometimes caused them to float into the air. -Various small optimizations

 1.31b-Fixed a bug which prevented switching to weapons that have clips, when the clips contained rounds but the player had no other ammo for the weapons -Updated the documentation to correct some obsolete information -Picking up the Cruizer shotgun not dropped by a Pigcop now gives a full clip of ammo but no additional ammo
 
1.31
-Reloading key now works on pistols -Rocket scorch marks will not spawn on water or on moving walls, such as swing doors -Fixed ammo display bugs for Cruizer shotgun and Mp5 -Fixed bug that could cause bots to float into the sky -Reduced size of bot life bars