
                     ====================================
                     |         == SD_DUKE Mod ==        |
                     |           by Hellbound           |
                     ====================================
                     |   Version 1.2.4 (Apr 01, 2008)   |
                     ====================================



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

v1.2.4 (04-01-2008)
-------------------
> Fixes: all "dummytilerange" commands removed
> Revisions: 
     - sd_duke\shotsparks: shotspark1.png (new tile & glowmap)
> Modified:
     - removed frozen skins/models from mod (they are part of official HRP now)


v1.2.3 (01-30-2008)
-------------------
> Fixed: 
     - changed Pigcop (2000) scale from 17 to 14


v1.2.2 (11-21-2007)
-------------------
> Fixed:
     - hidden switches fixed
     - smoother recon car tilting (from DeeperThought's DukePlus)
     - dead enemies won't display their dying animation after unpausing game (HRP related problem)
  

v1.2.1 (11-13-2007)
-------------------
> Added: CustomCONs incorporated
     - tilting of RECON car
     - rockets point the way that you shot it from
     - dead bodies don't rotate (always facing the player)
     - inactive enemies won't move
     - frozen player won't move

> Fixed:
     - solved sync issues:
          a) if all players have the same (i.e. this) mod version, then game 
             will stay in sync for sure
          b) sync between mod and original game: All known desync factors solved, 
             however this still is no guarantee for the game to remain in sync
     - speed optimization

> Modified: 
     - tall fire looks like original fire. SD_Duke fire cannot be used there 
       because of its shape.


v1.2 (08-01-2007)
-----------------
> Easier user map\mod customization:
     - sd_game.con has been renamed to sd_code.con
     - eduke.con has been renamed to sd_game.con
     - new eduke.con file

> Added: - all actors now have actions that point to their respective frozen 
           tiles, even if they don't have a model yet
         - smooth animation for enemies from HRP v3

> Fixed: - see fire through cracks bug (or at least partially concealed)
         - bulletholes (numbers of actors reduced)
         - objects on water
         - fire cracks (fire is small until player sees it for the first time)
         - NEWSHELL1 and NEWSHELL2 have been moved to new tile numbers to 
           fix conflicts with a gore actor
         - Protector Drone's DEF code (and dummytile removed)
         - FIRE_SPAWNER does not hurt player any more
         - all .DEF dummytile defintions have been commented out and have been 
           replaced with .ART file replacements of the same size. The dummytile 
           command turns the .ART tile into a black box, which is extremely ugly 
           in 8-bit mode (new ones are 100% transparent)
         - commands "fall" and "move" had different behavior depending on 
           player's current sector
         - framerate optimization when spawning blood (by DeeperThought)

> Modified: - blood/gibs of NEWBEAST (Protector Drone) are green now
            - renamed all of the frozen babe actions to what the actor name is, 
              instead of incrementing FEMFROZEN
            - all instances of spritepal 1 relating to freezing are now gone
            - Protozoid Slimer has been optimized so it will trigger a normal 
              response from GREENSLIME when dead
            - moved some tiles that were in the 7400's down to TILES021.ART
            - dummytiles that were in .ART files below TILES020.ART that did not 
              go with the corresponding tile were moved into TILES020.ART and 
              TILES021.ART
            - dummytiles that were in .ART files below TILES020.ART that did go 
              with the corresponding tile were simply commented out so the 
              texture/model could act normally in 8-bit mode
            - most of the useractor definitions in sd_game.con did not have 
              strength value, so "0" was added (only hittable actors)
            - made actors who use MOVESPARKER die when they hit water
            - sound of shells hitting floor now different


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