
                       ================================
                       |       == SD_DUKE Mod ==      |
                       |         by Hellbound         |
                       ================================
                       |  Version 1.1 (Apr 01, 2007)  |
                       ================================



===
FAQ
===

1) What is the SD_Duke mod?

It's a special effects-packed addon for EDuke32 with High Resolution Pack, which 
will feed your eyes with a lot of stuff never seen before in build games.


2) What are those effects?

A lot of them. I couldn't even count'em all ;) Enhanced gore system, staying shells, 
"new shooting experiences", fire, smoke, mess and total destruction! Everything as 
realistic as it could be, without influence on gameplay (only visuals).


3) Why did you do that?

The story is long and twisted. Everything started with Dr. Kill's "Blood & Gore Pack"
and my con hacking updates for High Resolution Pack. We decided to create our common 
Blood & Gore Pack which was born in pain, but people liked it. Then, Parkar wanted to 
celebrate 10th DN3D anniversary with SD_Duke mod, which contained some new stuff, 
especially new frozen enemies. Dr. Kill disappeared from the scene, so me and Parkar 
decided to merge B&G pack with SD_Duke, that was a lot of work. We did it and added 
some new effects like new smoke and released that stuff on time. But it still wasn't 
what I wanted to have. 
I've been influenced by FEAR bullet impact effects and decided to continue work on 
SD_Duke. Now alone, without any help, just with old stuff and a head full of ideas. 
Slowly and painfully, I released a beta which had a lot of bugs, but also a lot of 
new features, like staying shells, different effects when shooting different 
materials, improved smoke etc. It was tested only by three persons and after 
this, I abandoned the project because of some new challenges. ;) 
After a few months, I decided to bring that shit to the final stage. A week of 
sacrifices and sleepless nights gave results - first public version 0.9 and now 1.0 
with a lot of new stuff and possibilities you'll have when destroying Duke's environment.


3) What about my PC? Does SD_Duke need a good machine?

Yes, the mod is created for new generation PC's, it has much tougher requirements than HRP. 
In this latest version (1.0), I've done something like "dynamic mess cleaner" - when 
your framerate drops badly, engine helps with it ;) And also you have the "Acme Mess 
Cleaner" (control key - backspace, instead of turnaround), it's three-leveled tool for... 
mess cleaning. Default is 0 level - everything stays as long as framerate is good.


4) Is that mod finished already?

Well, there are some things I could add in the future and also some bugs to fix. The most 
known is that when you shoot the doors/elevators or anything, bulletholes will be always 
in the same place, so they are not moving with doors for example. But now the mod is on 
the state when it's like I wanted it to be. It's now a bigger pleasure to fight those 
alien bastards.


5) Why the mod is still called "SD_Duke"?

It's some kind of my tribute for Parkar, because the mod couldn't be born without his help.


6) Why did you do that?

Just for you and me and satisfaction!


7) How does it work?

- You have to use EDuke32 (http://www.eduke32.com). 
- If you haven't already done so, create a subdir called "autoload" and put all
  zip-/groupfiles you use in there (HRP, HRP Update, XXX-Pack etc) - except for
  "duke3d.grp", of course.
- Extract "sd_duke.zip" and "sd_duke.grp" to your "autoload" directory.
- When starting the game, all required files should be loaded automatically.
  You won't have to use any parameters or batch files.
- In case you don't use autoload feature, make sure you are loading 
  "sd_duke.grp" before "sd_duke.zip", e.g. like this:
  E:\Duke3D\eduke32.exe /gduke3d_hrp.zip /gsd_duke.grp /gsd_duke.zip



=======
CREDITS
=======

"Blood & Gore Pack" Creator/Painskin Artist ....................... Dr. Kill

Con Coding/Artist/3D Modeler ...................................... Hellbound

Con Coding/Artist/3D Modeler ...................................... Parkar
 
Con Coding/8-Bit Classic Compatibility Manager .................... Hendricks266 

Con Coding Optimizations/Bugfixing ................................ Hunter_rus



=========
CHANGELOG
=========

v1.1 (04-01-2007)
-----------------
> Added: - frozen skin for Protector Drone (#4610 NEWBEAST)
         - glowmaps from latest HRP 
         - 8-bit compatibility: 
              - sd_duke.grp required (put into autoload dir of EDuke32)
              - frozen sprites added; missed newbeast/protector drone
              - size of dummytiles reduced; missed dummytiles added
              - sound definition numbers changed; 
                "MAXIMUM NUMBER OF SOUNDS: 450 ( 0-449 )" is obsolete
> Modified: - blood splatters (gore\0013bck, 0013bck2-4)
            - wall blood code improved
            - new painskins for Pigcop (#2000 PIGCOP) 
            - auto kicking frozen females returns
            - faceplayerslow restored
            - sd_duke.def, sd_defs.con and sd_user.con now only contain SD_Duke code, 
              the rest is loaded from original game files (should improve compatibility)
> Fixed: - dead model alignment for Assault Commander (#1915), Battlelord (#2630), 
           Moon Overlord (#2760), Cycloid Emperor (#2710) and Alien Queen (#4740) 
         - slimer egg animation corrected (now remains open)
         - slowdown/crash bug with fire on E3L2 "Bank Roll"
         - E3L2 "Bank Roll" sprite bug removed
         - burningstate no longer suicides (deleted "ifrnd 1 killit");
           also removed double damage
         - Pigcop extra damage now works like in original game
           (i.e. Pigcop in dive position is less effective)
         - spritepal1 for shark disabled (no tint now)
         - disappearing bullet holes (moved away from wall a bit now)
         - removed blue tint of frozen #4610 NEWBEAST
         - Linux users: potential filename problems with subdir "Scraps" resolved
         - eduke.con issues resolved:
              - Pigcop model's blue tint (Polymost) removed
              - waterdrip falling from frozen characters is now blue (Polymost/8-bit)
              - female code remade; fixed several bugs in 8-bit mode with frozen females


v1.0 (11-30-2006)
-----------------
> First full final release with all previous con fixes/modifications included