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This is a work-in-progress-project.
Please send bug-reports, hints, fixed or enhanced maps to:
hawkeyefile@gmail.com (for lameduke x)
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THIS ADD-ON IS A MODIFICATION OF STUFF THAT IS MADE BY 3D REALMS,
BUT NOT SUPPORTED BY 3D REALMS.

Title                 : Lameduke X
Version               : v. 0.04     (5 - Feburary - 2007)
Filename              : LameDukeX.rar
Description           : This is my version of LameDuke Forever.
			My verison is standalone and acts more like the beta.
			Also usses eduke for better con support.
Installation          : Extract to a folder of your choosing and launch eduke.
			
Notes:		      : THIS MUST BE RUN IN 16/32 BIT POLYMOST!
			Also if you run into a bug in the game
			(most common is door won't open), type in dndebug and
			give me the .map and .con file it spits out. 
			(make sure your facing the door!). And tell me what
			you where doing. A common bug with sewers is that
			in lameduke all you needed to do was jump because
			the sector effector is oneway. well not in duke3d.
			instead going around and wasting weeks trying to
			get every single sewer fixed, I included a jetpack
			on the levels with sewers. 
			I have not gotten through all of the levels!
			email me (hawkeyefile@gmail.com) and I'll fix it.
                       
Author(s)             : * 3DRealms (http://www.3drealms.com) made
                        Lameduke and released it to the public.
                        You can get Lameduke here:
                        ftp://ftp.3drealms.com/misc/lameduke.zip
			* Hawkeyefile, for updating this ridiculuss port.
                        * Ken Silverman (author of the build engine in
                        general. Homepage http://advsys.net/ken/)
                        wrote the convmaps tools that made it
                        possible to view the Lameduke maps in the
                        build editor(s) that's created for and
                        distributed with the commercially released
                        build games. Some of the problems was the fact
                        the *.art-files of Lameduke had  to be in the
                        ./duke3d-directory and the enemy graphics
                        weren't at the correct place.
                        You can get the convmaps tools here:
                        http://advsys.net/ken/convmaps.zip 
                        * Mark Jaskolski (known as MarkJ in the 3DR
                        forums. E-Mail: Mark_Jaskolski@Hotmail.com)
                        wrote the "Lame duke to Duke 3D map converter"
                        The source code of that program is included in
                        this zip-file. Look at Lame2d3d.c to check out
                        his work.
                        That program changes texture references of
                        Lameduke maps, that are converted with Ken
                        Silvermans convmaps tools so that they refer
                        to more or less similar ones of the Tile-set
                        of the commercial version of Duke3d. This means
                        that you need no longer to have the *.art-files
                        of lameduke in your Duke3d-directory to enter
                        the maps. Not all of the build engine special
                        still don't work hundred percent perfect and
                        need some editing work, but it's a HUGE step
                        forward.
                        The downside was, that the original Lameduke
                        textures had a special individual atmospere,
                        that couldn't be exactly recreated with the
                        textures of the commercial versions.
                        * Funduke (that's me! E-Mail:
                        funduke@hotmail.com) solved that problem by
                        inserting the textures of Lameduke into the
                        empty slots of the *.art-files of the
                        commercial version of duke3d and then using
                        MarkJ's program to change the texture
                        references to their new places.
                        lamefun2.c is Funduke's (my) version of
                        MarkJ's program. If you open it with a
                        text-editor, you can find out, what graphic
                        from the Lameduke-*.art-files has changed to
                        what position in the commercial *.art-files.

New in version 0.04   : * Deleted unused art/sounds from 1.3d shareware
			to make the total .dat file size 24.9 mb.
			Fixed up more maps, the first episode, and
			1/4 of the second epsiode is now finishible.
			Added an easter egg ;) see if you can find it.
			Removed some of the sounds for the pigcop and
			jump lizard, to reflect more of thier original
			counter parts. Added a semi score system,
			killing an enemy give's you more health, 
			15 at most. Most Notable for map fixes include:
			E1L1 E1L2 E1L3 E1L4 E2L1 E2L2.
			DukeMatch Maps comming soon!

New in version 0.03   : * Pistol and Plasma Cannon (chaingun) replaced
			 with their original counterparts.
			Plasma Cannon now shoots its lameduke version of
			its projectile. LizTroop now shoots SHOTSPARK1.
			Made lamedukex Standalone (does not require any
			duke3d 1.3/1.4 game data.) Drone and octabrain
			sprite now replaced with thier lameduke
			counterparts.
			Sounds; pistol,cannon,rpg,drone,walking,jetpack
			and more replaced. War1.map has been changed for
			more difficult dukematching.

New in version 0.02a  : 
                        * NEW PALETTE!
                        dmtexart, a program by Kokak, the man behind
                        zdoomgl, has been used to convert the lameduke
                        graphics to the palette of the commercially
                        distributed version of Duke3d.
                        I think i have to mention that i had also to
                        use the program rart.exe by samiel@fastlane.net ,
                        that's distributed in the package ARTWORK1.ZIP.
                        It was needed to renumber the graphics in
                        the *art-files with a beginning number of zero
                        to make dmtexart able to handle them.
                        * The RPG is now that from Lameduke. I inserted
                        the graphics in exactly the same way as Corvin
                        did it in his R.T.C.M.-Kit. I used also his
                        RPG-Fire-version.
                        * The option to install the lameduke enemies
                        is not implemented in this version. They will
                        come back later.
                        * Some of the graphics have been moved in the
                        *.art-files. So also the references to them in
                        the *.map-files have been changed.
                        * Some of the glas is now breakable (*again*,
                        smile to MarkJ ;) )
                        Unfortunately not all yet. Needs further work.
                        


Additional Credits To : Corvin and Usurper from R.T.C.M. and Adereth,
                        the author of the Altduke-addons for Lameduke.
                          
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* Play Information *

Single Player          : Yes
DukeMatch 2-8 Player   : Yes
Cooperative 2-8 Player : Yes
Difficulty Settings    : Not implemented
Plutonium Pak Required : No, ITS STANDALONE!
New Art                : Yes, from Lameduke, because of that not
                         really *new*. ;)
New Music              : YES, well not really ;)
New Sound Effects      : YES, well not really ;)
New .CON Files         : YES, well not really ;)
Demos Replaced         : YES

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* Construction *

Base                   : Lameduke
Level Editor(s) Used   : BUILD has only been used on m6.map to fix a
                         bug that made it impossible to load it with
                         the game.
                         MarkJ's Lame2d3d.c has been used in the
                         edited version lamefun.c to change the
                         texture references in the maps.
			 -edit- Build was used on l1.map l2.map
			 l3.map l4.map m1.map m2.map to fix some
			 door/teleporter bugs that impeeded
			 the player from moving on to the next level.
Art Editor(s) Used     : DukeRes, paint shop pro.
Compiler(s) used       : Open Watcom 1.2, DNCE, CONtrol
Construction Time      : 30 days so far
Known Bugs/Problems    : * Some of the build engine effects don't
                         work so far. As far as i can see is (one
                         of) the main problem(s) the fact that in
                         some places the glass does not break.
                         Please help me by either giving me hints
                         how to solve the problems, or by modifying
                         the maps by using the build editor and
                         sending me the result(s).
                         * The original Lameduke enemies look and
                         behave sometimes not good. Hints and help
                         in order to make them look better are very
                         welcome.
                        


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