======================================================================

* Modification Information *

Title                 : KickAss Duke aka "KADuke"
Filename              : KickAssDuke_1_13.zip
Author                : Riccardo "RichardStorm" Capogna
E-mail                : riccardo.capogna@yahoo.it
Web Page              : None
Misc Author Info      : Italian, born '89, various geek skills and DIY crafter, 80s/funk music liker, bass player, casual gamer
Other Projects        : Weapon coder in A.W.O.L. , additional CON code in Duke Xmas 2014/2015, additional CON code in Fallout Freeze
Future Projects       : Many ideas

General Description   : This is a gameplay modification , enriching vanilla Duke3d with a large amount of features.
The major cores are weapons, inventory and gore, featuring 30+ weapons and 10+ items, new and revisited, while violence got very improved with physics and more particles and effects.
Also, KADuke gives D3D a bit of modern-rethinking, due to many modern games, mods and tcs in last 10-15 years which served as inspiration; at the same time it proposes to bring back some Lameduke/Beta scrapped materials and ideas.
All the new items replace randomly original pickups, so no map is touched.
This mod will be gradually enriched of many features planned (and mostly done, but put away at the moment), like new enemies, other gore features, items and weapons, maps and episodes with special objects; therefore, many updates are expected.

The 1.1 version added "KickAss Tour", a long episode made of +35 maps from many authors. Duke has to wipe out the rest of aliens on earth, after killing their Queen. The maps come from a long selection and are put in a specific order to give the idea of a contiuous journey, a "tour". A "KickAss Tour".
Various environments will be visited for the purpose: urban areas, deserts, factories, secret bases, even alien zones!

 - Copyright note: some maps received very small modifications and/or fixes to work in this mod; the original maps and "Readme" files are found within /maps folder inside KADuke_Data data file.
                  
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* Installation and Running *

This mod is not compatible with HRP and any other modification, but it can run any usermap and it's TILES014-TILES015 free for user arts.
It needs Polymost because of new effects and transparencies. Polymer use is STRONGLY discouraged as it brings unwanted lightings and can cause low framerates (even crashes).

! It is NOT recommended to change the Eduke32.exe version with other releases, as they can break the mod from working properly.
! USE "SECONDARY FIRE" and not "ALTFIRE" key from key mapping
! The new Midi default device brought with Eduke32 is an OPL3 emulator; it is recommended switch back to Windows MME within Eduke audio options;

Installation:
-Extract this archive into a new folder 
-Put in your DUKE3D.GRP file ( atomic version ), unless you have Duke Nukem World Tour or Megaton installed
-Run "Play KickAss Duke.bat"
-Enjoy ! 

======================================================================

 * GAMEPLAY GUIDE AND NOTES *

The gameplay in this mod is meant to be slower and a bit more challenging, due to stamina, weapon reloading and medkits revamp.

- Some keyboard commands have changed : set SECONDARY FIRE, RELOAD/DETONATE, OBJECT SCANNER, KICKASS OPTIONS and DJUKE BOX you prefer (they replace LOOK and AIM keys, and steroids button)
- It is recommended to use WASD and mouse system, because combos and menu controls are based on it
! It is STRONGLY NOT recommended to go on autorun; use the momentary run key when needed instead (as mentioned about gameplay).
- Quick inventory keys have been disabled, except for Jetpack and Medkit; all medkits are non-instant and are stored in the inventory (as explained below)
- Weapon switching on pickup doesn't occur from melee, as in vanilla duke
- Weapon switching on empty weapon has been disabled at all
- Weapon modes in menu form (shotgun and thermal tool) are scrolled with SECONDARY FIRE and confirmed with FIRE key 
- PipeBombs are thrown with FIRE and triggered with RELOAD/DETONATE only
- Scope zoom level for some weapons is adjusted with PREV/NEXT weapon keys


 WEAPONS
 This mod features an arsenal of ~30 weapons (from ~25 in first releases), dropped by enemies or found as replacement of original ones.
 Many weapons have secondary fire, alternative modes or different ammunitions; moreover, some ammos are shared between weapons (like .556 for M16 and EDF chaingun). There are upgrade modules for some weapons, too (rare, replacing ammunitions).
 All new weapons try to keep level progress mechanics of the replaced variant, like explosive weapons, plus some projectile based weapon should be able to press switches like hitscan ones, and shrinker-mirror tricks (at the moment, shrinker is never replaced).
 All weapons are now subdivided into groups, with a selection system like Half-Life games, and some weapons have been moved on different slots.
 -- READ THE *THE ARSENAL EXPLAINED* BELOW FOR MORE INFOS --

 MELEE FIGHTING
 Slot 0 kick has been replaced with bare hands fighting, while the quick kick got a revamp. It features some kick-based combos, shown by pressing RELOAD while fists are selected, and various skill levels, increased with some "combat practice book" (randomly replacing holoduke); accessing higher levels make the attacks faster and stronger, and unlock new combos.
 (in previous versions, there was an experience-based system instead, scrapped in 1.1 release) 

 INVENTORY
  The inventory has been recoded from zero for supporting new and modified items, but it works like vanilla duke. Again, only Jetpack and Medkit quick keys are available, while the others have been disabled and items are used with "left-right-use" system.
 - Medkit: now the big 100pts medpack and +30 or +10 medkits are stored as medkit points, for a maximum of 150; using medkit will heal the player over time till the maximum of 100.
 - Jetpack: the most enhanced item, now it shows a display with some flight info and tilting and smooth movements; while running, the guide becomes rocket-like, consuming more fuel and it's possible to run on ground at even higher speeds ; it also has an alarm for low-fuel condition, disabling afterburner under 10% ; while underwater, it forces a propeller guide similar to afterburner mode; While jetpack is off, it allows the player to double-jump in mid air, consuming 1% fuel per jump.
 - Steroids: now they are stored in inventory for a maximum of 5 packs, and they shows a "rage" effects; they empower melee damage and replenish stamina more faster, beside inscreased speed.
 - Goggles: now they augment map visibility and enlighten "secret letters", wall cracks, and some invisible enemies; they also got screen effects, like ocular frame and screen noise. 
 - Holoduke: now it can be "used" to toggle a movement or stayput mode; also it got a graphic effect more like a hologram.
 - Scuba Gear: pretty the same, with mask over HUD.
  NEW - Nukem Cola: a drink that replenish 2/5 of the stamina and 5 hp, able to go over 100 like atomic health [randomly replaces small medkits] (max10)
  NEW - Protection suit: it replaces protection boots, but with the same effect and duration; it is NOT auto-used and duke need to turn the suit on/off, and get protected by all hazards .
  NEW - AutoTurret: a placeable turret that shoots heavy rounds at enemies. [randomly replaces holoduke] (max 3)
  NEW - "Mini-Beasts": special cocoons that grow a little protector drone, which follow duke and attack enemies. [randomly replaces holoduke in alien maps] (max5)
  Also, holoduke is randomly replaced with "combat practice book" for increasing melee level, as told above.

 STAMINA
 Stamina involves running, using melee skills and jumping. When it's depleted is not possible to run, jump or use such skills and fists; take a rest of few seconds and it will start to regenerate. It has also been introduced to counter the insane duke running speed in vanilla D3D.
 As told before, is not recommended to go on autorun, and it refills by itself, nuke colas and steroids.

 OBJECT SCANNER (as 1.11 - before, it was a collectible item)
  An electronic device which gives information about aimed enemy lifeform, and shows shape, distance and residual health; its use replaces the "steroids" key. It will be a key feature in next content-related updates.

 GORE AND VIOLENCE (The "Brutal" Engine)
 - WAY more blood, drips, spits, flying pieces and gibs
 - effects on projectile hit
 - dedicated effects on some energy weapons
 - hit zones with appropriate death animation (only headshots at the moment) 
 - partial or total dismemberment on explosions
 - physics on flying corpses and/or gibs by weapon hits and explosions (radial forces)
 
 NEW HAZARDS
  Some environmental hazards and DOTs (damage-over-time) have been introduced: radiation, poison, heat, fire, cold and electrical; they can affect both Duke and enemies.
  - Electrical damage stuns all enemies, but also damages machine enemies like turret and drones as a DOT.

 ALIEN ZONE DETECTION
  The game can recognize if the current level is alien-themed by checking sectors and wall textures, if they are of a certain type for more than falh of the total; then it will replace all "terran" items with alien counterparts, for example pistol -> trooper blaster.

 HUD
  The "full status bar" has been disabled; Eduke-alternative and classic HUDs have been recoded from 0 for compatibility with KA features, and there is a KADuke exclusive style; they are selectable within Kickass Options.

 KICKASS OPTIONS
  Settings for violence, movement, item replacement mode, crosshair style, autoreload and HUD style.
  Note about "new items replacement":
   "NO" options will avoid the whole feature
   "Fixed Seed" is a map-based seed; maps will have their own fixed replacement pattern every time they are loaded
   "Random Seed" gives a totally random pattern every time a map is loaded, even the same is currently played

 DJUKE BOX
  A better system than F5 key for selecting music while playing. ( Choosing tracks from Ep. 5 "KickAss tour" is not yet supported )

 OTHER MISC CHANGES
  - many new sounds and visual effects
  - explosions with screen shaking and sound depending on distance
  - step sounds, idea from various mods but self-developed
  - better weapon bobbing effect
  - weapon recoil and variable accuracy
  - fixing some bugs of vanilla duke
  - minor improvements to enemies
  - low health red screen effect
  - improved look left/right like a modern fps (no ability to shoot, by the way)
  - some aesthetic changes like some explosive barrels, rats, plants and trees 


===========================================================================

 * THE ARSENAL EXPLAINED *

All weapons are now grouped in slots as shown above:

   1- Melee
   2- Handguns
   3- Shotguns/Rifles
   4- Automatic Weapons
   5- Artillery
   6- Hand Explosives
   7- Alien Weapons
   8- Tech Weapons
   9- Advanced Explosives
   0- (None...      -maybe- )

The scheme below tells how weapons are randomly replaced with % of appearance and if they go in a different wep. slot:

 - For NORMAL LEVELS : 
 
slot 2  PISTOL    ->  40% PISTOL - 25% MP5K SMG - 25% REVOLVER - 10% GOLDEN EAGLE 
slot 3  SHOTGUN   ->  38% SHOTGUN - 12% RIOTGUN - 38% COMBAT RIFLE - 12% SNIPER RIFLE 
slot 4  CHAINGUN  ->  50% CHAINGUN - 50% M16 RIFLE
slot 5  RPG       ->  65% RPG - 35% GRENADE LAUNCHER (slot5)
slot 6  PIPEBOMBS ->  same
slot 7  SHRINKER  ->  same
slot 8  DEVAST.   ->  65% DEVASTATOR (slot5)- 35% GRENADE LAUNCHER (slot5)
slot 9  TRIPBOMBS ->  same
slot 0  FREEZER   ->  50%  THERMAL TOOL (slot8) - 38% PLASMA GUN (slot8) - 12% GLOPP CANNON (slot8)

 - For ALIEN LEVELS :
 
slot 2  PISTOL    ->  100% LASER PISTOL    
slot 3  SHOTGUN   ->  100% LASER RIFLE
slot 4  CHAINGUN  ->  65% ENFORCER LASER MINIGUN - 35% BATTLELORD GATLING
slot 5  RPG       ->  65% ALIEN ROCKET LAUNCHER - 35% OOZE LAUNCHER (slot5)
slot 6  PIPEBOMBS ->  100%  THERMAL GRENADES
slot 7  SHRINKER  ->  same (is an alien weapon itself)
slot 8  DEVAST.   ->  65% SONIC RESONATOR (slot7)- 35% OOZE LAUNCHER (slot5)
slot 9  TRIPBOMBS ->  100% SPIDER BOMBS
slot 0  FREEZER   ->  100% DARK PLASMA GUN (slot7)

Notes :
 
- At random, all instances of FREEZER pickups and ammos are replaced with PLASMA GUN or GLOPP in the entire map.

- At random, all instances of RPG or DEVASTATOR pickups and ammos are either replaced with GRENADE LAUNCHER in the entire map.
  So you will have three cases:  RPG/DEVAST , or RPG/GR.LAUNCHER, or  GR.LAUNCHER/DEVAST.
- Same behaviour occurs on alien levels for ALIEN ROCKET LAUNCHER / SONIC RESONATOR in favor of OOZE LAUNCHER.

- Pistol and Shotgun pickups and relative ammos are replaced with total random scheme; in any level you could find all variants and relative ammunitions. 

- The rarest weapons are meant to be considered like "super" variants (like Riot Gun or GLOPP Cannon)



===========================================================================

 * CHANGELOG *

Version Log - 1.13

- Anarxitical City map, well known for being long, broken and with echo issues, has been removed and replaced with WGCity map from William Gee
- KA Tour Episode audio track have been swapped between level 02 and 03
- Player will be visually prompted to use OpenGL/Polymost while using other renderers (software/classic, Polymer)
- Shipped with the latest Eduke32 release (r10165 - Oct 26 2022)
- Fixed some issues in variable declarations, which led KADuke to not be playable in newer Eduke versions nor RAZE touch
- Fairly tested in RAZE Touch and for controller support

x Known bug : enabling V-Sync gives strange flickering effect with some beam-based weapons or effects (engine based)
x Known bug : browsing KA options menu doesn't stop player movement if using a controller - to be fixed in next releases

Version Log - 1.12

- Fixed broken code which involved item replacement at alien level start (level loading stuff, due to some changes in Eduke engine)


Version Log - 1.11

! Updated Eduke version, solving sprite issues and other bugs
! Target scanner is now a game feature always available; no more an inventory item

- Halved the ratio at which the player takes burning damage
- Adjusted some sprite sizes in weapon selection display 
- Replaced Combat Rifle fire sound
- Lowered the particle volume for the big slime explosion of the Ooze Launcher 2nd fire
- Choosing a single handgun from default akimbo is no longer momentary
- Improved Pig Tank: engine sound, smooth moving and proper cannons fire
- Fixed some bugs in E5L15 "Ghost Town": a broken door and heavy wall corruptions
- Fixed a bug involving inventory and weapons removal (levels like Death Row, or jumping to a level with cheats)
- Fixed a bug involving kicks some "clang" sounds while holding RPG 
- Fixed (removed) a useless blue sprite in "Flooded Area", level 4 of KickAss Tour episode
- Fixed firing angle for Enforcer laser minigun alt-fire
- Fixed a few pixels in some laser pistol frames
- Fixed (most likely) weapons get stuck when firing/changing/reloading


Version Log - 1.1

! "KickAss Tour", a new episode based on a collection of maps from other users (up to 37 maps!)
! Six new weapons: Golden Desert Eagle, MP5K SMG, Riotgun, Combat Rifle, Battlelord Minigun and Ooze Launcher !
! Some changes to KickAss Hud and re-introduction of Classic and Eduke Alternative HUD styles (emulated)

- New main menu background tile
- Added HUD style selection option; removed HUD transparency option
! Transparent enemies in some levels are treated as ghosts, with specific hit and death effects
! Removed melee experience system; added "combat practice book", randomly replacing Holoduke
- Fade-in effect when starting a level
- Level names and stats have been "resumed" and moved on top-right corner
- Increased stamina restored with Nukem Cola
- Doubled stamina regeneration
- Less invasive stamina display
- Added some more burn/scorch effects for energy weapons
- Added many one-liners on kill, from other Duke games
- Added slight auto-aim when using some melee skills
! Added slide move (press crouch while running)
- Added sound when picking up ammo
- Bullet casings stay longer on ground
- Added single/dual wield options for pistols (press alt-fire)
- Removed Pistol and M16 ironsight modes
- Increased Sniper Rifle damage; removed semi-auto upgrade
- Decreased caterkillar battery regeneration
- Faster 40mm grenade projectile travel speed
- Faster fire rate and reload for Shotgun
- Faster reload for Shrinker
- Charge-up time on Enforcer laser alt-fire 
- Various graphic & sound improvements to some weapons
- Various damage and max ammo re-balancing to some weapons
- (INTERNAL) Code Rearrange and some syntax updates
- (INTERNAL) Sound folder cleaning and optimizing 
- Widescreen-friendly sprites for almost all weapons
- Resumed inventory notifications
- Fixed glowing pixels removed on OctaBrain blast, blood sprites and some screens/posters
- Fixed damage for some rocket projectils
- Fixed jetpack stopping when exiting from water
- Fixed jetpack not working while shrunk
- Fixed stamina not recharging when depleted
- Fixed reload interruption when picking up a weapon
- Fixed weapon selection not allowed while reloading
- Fixed Thermal Grenade explosion damage
- Fixed weapon getting stuck sometimes (better code on pickup/fire/reload etc)
- Fixed amounts on some ammo pickup
- Fixed bad checks on weapons with upgrades
- Fixed KA item drop system (some item would have never spawned, in theory)
- Fixed tripbomb remote trigger (now it works with both fire and reload keys)
- Fixed "terran" turret offset in some frames
- Fixed step sounds when walking on flat sprites/bridges (since ages)
- Fixed some frame animations for flying gibs
- Fixed bed sprite #545 (picnum used for quick testing some effects, and never restored)
- Fixed Protector Drone not being affected by taser shells (only visual effects was working)


Version Log - 1.02

! Switched Eduke exe version to 32 bit from 64 bit (wrongly included before)
- Fixed holoduke key behaviour - it must not work at all, not just turning off the holoduke
- Fixed enforcer damage - the last and fast fix for that didn't work, so it has been fixed in a different way
- Fixed position for "MTA" text for devastator
- Grenade launcher damage buff


Version Log - 1.01

! Switched archive format from RAR to ZIP for better compatibility
- Added widescreen support (weapon sprites are still WIP)
- Updated Help Screen (F1)
- Drop mode is now set as "Random seed" by default
- NEXT and PREVIOUS WEAPON keys are back
- Auto aim is no longer disabled
- Auto run is no longer disabled
- Dodged can be performed while both running or walking
- Changed "Power Kick" sequence from Back/Forward/Forward to Back/Forward
- Enforcer damage rebalanced
- Caterkillar damage rebalanced
- Fix: no reset for melee progress on "remove items" levels like E1L3
- Fix: secret weapons drop code (oops)


===========================================================================

* Construction *

Construction Time     : ~11 years (too many pauses)
Level Editors used    : Mapster32
Art Editors used      : Editart, Dukeres, ImageAnalyzer, Paint.NET, Blender(3d)
Sound Editors used    : Audacity
Other Programs used   : Notepad, Notepad ++, GrpStudio, Game Files Explorer, Noesis

Known Bugs            : - some rare crashes may happen; they seem related to midi files or soundfonts
                        - weapons still get stuck very rarely; switch to other weps and shoot/reload to reset
                        - some projectile have clipping-relates issues; these occur due to Eduke32 engine and are not fixable atm
                        - framerate drops are likely to happen with many gore sprites; optimizations are in continuos development
                        if You find ANY other bug, please tell and I will fix it

===========================================================================


 *-*-*  Credit List  *-*-*

This mod took about 10 years to be completed, with too many pauses, changes, afterthougths and so on. Originally, it was a bigger project with maps, story and many other features but it took the "KickAss Duke" form in last three year of development.
Many sources from which i took material are barely recognizable. By now, there is original visual material by me, but i claim no sound effects as mine, except for some mixing and variations. I bet there are other modders, artist and software houses, not only for various SFX & GFX i've used to make this mod, but for their work that gave us interesting, funny and great game experiences , and all inspirations I had for this mod.
I DO NOT claim any music here included as mine.
 This is the credit list i tried to complete so far:

 Software houses:
 Ion Storm Int., Epic Games, Midway Games, Monolith Games, Enterbrain, Valve, Id Software, Nintendo, Ascii Software, Sunstorm Int., Croteam, Banjo Software, Bethesda, Hi-Rez Studios

 Modders and artists:
 WildWeasel, Marty Kirra, HMNuke93, Drek, George Bernard, Scuba Steve, James Manning, James Stanfield, BPRD, Xaser, Cyb, Cory Whittle, Pillow Blaster, DBThanatos, Wilco, SebabDukeBoss20

 Map Authors for "KickAss Tour":
 Maarten Van Oostrum, Merlijn van Oostrum, Mikko Sandt, William Gee, Devastator, Bob Averill, Tim Lowndes, Matt da Mann, Alejandro "HeXTra" Pastor, Scott "Forge" L., Ray Tracer, Children, Aymeric "MRCK" Nocus, David B., Alejandro Glavic, Stephano Lessa, James Duncan, Artem, Ryan "Quakis" Rouse, Rusty Nails, Mblackwell, Supertanker, Steambull, Stef, Vector, DavoX, MetHunter, Steambull, Telee, Geoffrey, OrnaFulsamee, Shawneth, MetHy, The Commander, DanM, RazorZ, Luciano "Gambini" Gallo, Sanek

 Very special credits to:

 James Stanfield, Dan Gaskill and Fantinaikos for testing and some coding help and suggestions
 All the player/testers who gave me bug reports and requests or suggestions since betas
 Artem and JetNick, as testers, sprite artists, and friends :)

 The EDuke32 team, for creating and supporting EDuke32

 3d Realms & Apogee (R.I.P), for greatest games and fun they gave to us, not only Duke Nukem

 All people that will like this mod and support me



