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            V E R S I O N   1 . 3 . 9 6 	   #
            Last updated: 3:12 PM 11/6/01	   #

-- INTRO -------------------------------------------------------------*

I'm sure that all of you who managed to get LameDuke running on your
systems appreciate it.  Well I know I did, anyways.  So I've decided
to do a bit of hacking.  Nothing like an eLameDuke, just a little
.CON and graphics differences here and there.

-- NOTICES

Do NOT run this on a pentium 2 or later, and do NOT run this on a 386
or earlier. I know it seems restrictive, but it is neccessary to 
insure proper execution. If you have a newer computer, and would like
to still play LameDuke (of any version), try tweaking in SETUP.EXE (by
running it, not with a hex editor, idiot!)

-- MULTIPLAYER

Via the wonders of Trial and Error, I have successfully discovered how
to play multiplayer in LAMEDUKE!!!!!!!!!!

The edited copy of SETUP.EXE that myLD.zip contains makes things a bit
easier, but read on!

1. In SETUP.EXE go to "Communications" (or "Multiplayer..."
in myLD.zip)

2. If you are using IPX, select how many players you will be having in
your game. Then go to step 4. (NOTE: you need special drivers for 
this. I'm not sure which are the right ones)

3. If you are using your COM ports, select which one. (I can't give
any more info--sorry.)

4. Have all the players run the game (D3D.EXE) at the same time, and 
start fragging!

-- FUNK-AY NOTES -----------------------------------------------------*

* The Demos have been messed up - They act as though they've been 
intoxicated, due to changed enemy AIs and different maps. 
Unfortunately, the demo-record feature fails to work properly. If I
can, I'll disable demos completely, just for the sake of a player's
sanity ;)

-- CURRENT CHANGES ---------------------------------------------------*

-- GRAPHICS

* Started to change font into blue gradient

* SELECT DIR picture now more helpful

* Force Field looks like the D3D forcefield now.

* Brought in Camera, Sea Mine, Slimer, Auto Turret, Palm Tree and More
from 1.4.

* Going to bring in 1.4's Shark.

* Now distributing modified TILES005.ART as a seperate file. Anyone
wanting improved console will now have to deal with the wonders of
a 3D Dopefish replacing their precious shark. :D

-- CONtrol FILES

* Maybe disable "GOD MODES" for final release?

* TROOP now armed with BULLET (Weapon 3), and also drops BATTERYAMMO
when killed, or threatened with the RPG (Drops 4!). If wasted by the
RPG, you get mucho grandais ammunition (2 AMMO, 2 BATTERYAMMO, 2 
RPGAMMO)

* Gave CAPTAIN the RPG because TROOP has BULLET

* Changed name of BULLET to SHOCKGUN (I'll still use BULLET in this 
readme, though)

* Reorganized CON files into more organizednesses

* Both MANDROID and FEMANOID's code (which was identical) had to be 
removed due to the wonders of the CONtrol Engine

-- ENTIRELY NEW, ELITE FLOTSAM

* Now Version 1.3.96!!! At this rate, I'll be out of the Betas and 
into the Gammas! (:D)

* I made "score" sprites that float up for a little while, like in the
older Dukes...

* ...But they don't work, for the same reasons that TC developers can't
make totally new defs.con references in 1.3D.

-- NEW MAPS!
Since I've /finally/ found CONVMAP, by everyone's god, Ken S., I
have made a whack of maps for this farout relic. Enjoy!

* O7.MAP: My first map. Not much has been implemented yet, but it was
just an experiment. More cool thingies soon!

* O8.MAP: Still just an experiment. Implemented glass, and
transparancies.

* L1.MAP: Unfinished; sort of an experiment, but will be the first 
level of the first episode in 1.4.

* L2.MAP: Right now, it's a joke sandbar with some Sharks/Dopefish
floating around. Will be the space station's second map, in which
Duke has to get to an escape pod, and back to Earth.

-- (NOW) OBVIOUS ORIGINS OF ODDLY NAMED THINGS IN 1.3D + -------------*

* Chaingun ammo is called BATTERYAMMO, once was ammo for the 
OTHERSHOTSPARK (taser stick) and BULLET.

* COLA. 'Nuff Said.

* SIXPAK. See COLA.

* EXPLOSION2. EXPLOSION was lost somewhere in the thirteen months
between the point that 1.3.95 was backed up and the release of 1.0y.

* HEAVYHBOMB. This name thing must have occurred before LameDuke, or 
the HEAVY is used to discribe the fact that gravity has a stronger 
effect on it then other things (even though according to Newton, this
is gravitalogically incorrect).

* Did anyone notice that for LIZTROOP they just stuck on
a few extra letters? The code's similar too. The fact that they are 
related influenced two things: the fact that LIZTROOP drops pistol ammo
which isn't it's weapon, and CAPTAIN sharing the PIGCOP's code would
provide a connection in weapons. (SHOTGUN=WEAP3, BULLET=WEAP3)

-- VARIOUS ITEMS THAT LAMEDUKE.TXT DIDN'T COVER ----------------------*

* BATS! AHHH!

* RICOCHETs were visible. Cool.

* HEY! Those fire-well thingys! but they don't hurt like their ROTTen
cousins...

* The unshattering glass (first seen in E1L3) is really cool, because
it bounces when you shoot it.

* Both types of glass (opaque and transparent) could be broken, as long
as they had hitscans.

* EXPLOSION and I think EXPLOSION2 come straight from ROTTen origins.

* To toggle sound, press S

* LameDuke DOES have the ability to DukeMatch. This is proven by
WAR1.MAP and WAR2.MAP, because they had to have SOME use! I even
checked out WAR2.MAP (as O6.MAP, WAR1.MAP as O5.MAP) and it's a perfect
Deathmatch arena!

* The default O1.MAP, which comes with 1.3.95, is repeated twice!
As O3.MAP _and_ WAR1.MAP. The only difference I've noticed is one
starts with one of the doors closed. Ooh, significant!

-- OTHER COOL/STRANGE FACTS ------------------------------------------*

* All default music was from RotT. I've all ready found FASTWAY.XXX, 
BROWNEYE.XXX and even MISTACHE.XXX in the ROTT demo IWAD file. Cool.

* There's a site out there that covers lots of info on LameDuke. Uh, 
Let's see... http://www.cygnusloop.com/lameduke/ That's it...
	* The guy who made the site didn't realize that MISTACHE.MID 
	  was from ROTT. I'll call it Mist Ache or something from now
	  on.

* Ken Silverman's page, www.advsys.net/ken/ , has a bit of relevant
thingies (relevant to LameDuke, that is) under the BUILD section.

* 1.3.95 has a level complete screen that is very hard to get to work.
I've seen it once, but it appears to come up incredibly rarely.

* 1.3.95 launches properly ONLY if you start it on 320*200, otherwise,
the only way to get it to start is by loading the levels by hand.

* Someone once said that RCTRL crashes the game. I have tried and tried
to crash the game this way, but to no avail. And by the by, people,
first person shooters are meant to be played with the LCTRL, not right.
Proof of this is in very old shooters like Wolfenstien 3-D, where the
RCTRL does NOTHING! The RCTRL only works for a trigger key in newer
games because some genius somewhere bound both CTRLs to make a keyscan
chart smaller by about 10 bytes. :P

-- AFTERWORD ---------------------------------------------------------*

-- THANKS TO

* You, for downloading this pseudo-mod/pseudo-game/pseudo-computer-
crashing-device-thingy AND reading the documentation.

* The Duke 3D team.

* Kenneth Silverman, because of... well... assorted reasons. YOU KNOW
WHAT I MEAN!

-- FLOTSAM THAT I PUT IN EVERY TIME THESE DAYS

Swim... Swim...
Hungry...

RISE OF THE TRIAD ERROR!
Firewall attempted to escape level!
"I'M FREE!"