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 - 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.				|
|									|
|Update 5:54 PM 1/27/02: Yeah right! So far, this is a fully-fledged TC!|
|									|
|-- NOTICES								|
|									|
|If you cannot get this or any other version of LameDuke to work, try	|
|tweaking in SETUP.EXE (by running it, not with a hex editor, idiot!)	|
|									|
|If that fails, then quite frankly, you're screwed. This wasn't intended|
|to run on all systems, anyways.					|
|									|
|-- 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 DNC contain 				|
|make things a bit easier, but read on!					|
|									|
|1. In SETUP.EXE go to "Communications" (or "Multiplayer..."		|
|in 1.3.96 and later)							|
|									|
|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, however, you want to play a head-to-head game over a pair of	|
|regular modems (that means no Cable or DSL), then select one of the	|
|COM#s.									|
|									|
|4. Save the settings and exit SETUP					|
|									|
|5. 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. I read	|
|something somewhere that if you finish the level, the demo record is s-|
|uposed to screw up, but I haven't been able to overcome it.		|
|									|
|-- 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. UPDATE: Now have Dopefish, instead!	|
|									|
|* Brought in several Gamma-Version inventory items, including Holoduke	|
|and Jetpack.								|
|									|
|* 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 UPDATE: No longer	|
|distributing 005.art seperately; merged in 1.3.96 and later.		|
|									|
|* Pistol replaced with tweaked Riot Gun from Shadow Warrior.		|
|									|
|* RPG replaced with Napalm Cannon from Exhumed/Ruins: Return of the	|
|Gods/1999/PowerSlave/Whatever it's called in your locale. To be	|
|changed sometime in 2002. Update 8:02 PM 1/10/02: Intend to change back|
|later tonight. Update 2:48 PM 1/17/02: Now looking for replacements. If|
|you can give/think of a good one, e-mail me!				|
|									|
|* Standard WEAPON2 (Telsa Particle Beam Cannon) has been replaced with |
|Deztra Cannon Mk. 3B (modified shrinker, which doesn't shrink).	|
|									|
|-- CONtrol FILES							|
|									|
|* Maybe disable GOD MODE for final release? (Version 1.4)		|
|									|
|* 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 reorganizedness.			|
|									|
|-- ENTIRELY NEW, ELITE JETSAM						|
|									|
|* Now Version 1.3.97!!! At this rate, I'll be out of the Betas and 	|
|into the Gammas! (:D For those who don't know, Alphas are VERY early	|
|versions of programs, Betas are later test versions, and Gammas are	|
|final releases)							|
|									|
|* 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: It's all hardcoded, baby!|
|									|
|* EXE Hacking Update! CAPT has been changed to DUKE, so EDITART & othe-|
|rs don't conflict.							|
|-- NEW MAPS!								|
|Since I've /finally/ found CONVMAP, by everyone's god, Ken S., I have 	|
|made a whack of maps for this far out 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: Almost finished; 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.			|
|									|
|* M3.MAP: LAIR/TEMPLE by Adereth. A short map to test out how various	|
|things work in BUILD 5 engine. I still haven't gotten an togglable for-|
|cefield to work, though.						|
|									|
|* M2.MAP: PROSPECT VALLEY by Adereth. Needs to be built upon, add swit-|
|ch in powerplant to operate Core Software, add one in there to operate |
|exit door, make exit work.						|
|									|
|* M1.MAP: Post-Nuclear-Apocalypse. Needs more work.			|
|									|
|* O2.MAP: SKYMAZE by Adereth. This level is corrupted; don't even	|
|bother. Update 8:04 PM 1/10/02: Replaced with smaller version of SKYMA-|
|ZE, now not corrupted.							|
|									|
|* O1.MAP: WARZONE by Apogee and Adereth. Added walls w/ graffiti, exit	|
|and made much cooler.							|
|									|
|* N1.MAP: THE BUNKERS by Adereth. Duke's third mission of the series	|
|starts here. Can he escape and save the world from the Fazis? You	|
|decide. [Fazis = pseudo-feminist Nazis]				|
|									|
|-- ORIGINS OF ODDLY NAMED THINGS IN 1.3D+ (MISSING LINKS DIR) ---------|
|									|
|* 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 1.0.	|
|									|
|* 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, or there may have been two pipebombs at|
|one point.								|
|									|
|* 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-node thingys! but they don't hurt like their ROTTen	|
|cousins... (Yet... ;) )						|
|									|
|* The plexiglass (first seen in E1L3) is really cool, because		|
|it bounces when you shoot it. Update 8:09 PM 1/10/02: an RPG can conve-|
|rt it to normal glass.							|
|									|
|* 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.						|
|									|
|* The default O1.MAP, which comes with 1.3.95, is repeated twice!	|
|As O4.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.MID, 	|
|BROWNEYE.MID and even MISTACHE.MID 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 Wolfenstein 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 a couple o' bytes. :P					|
|									|
|-- AFTERWORD ----------------------------------------------------------|
|									|
|-- WHERE TO GET THIS FILE						|
|* I recommend my own site, 						|
|http://www.geocities.com/adereth_2000/lameduke/index.html, however, if	|
|Joe Siegler EVER checks his e-mail, there may be the possibility of a	|
|link from 3DR.								|
|									|
|-- 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!								|
|									|
|* Jeremy "X-Heiko" Haranzy, for providing the image for the 		|
|Rei-Graffiti.								|
|									|
|-- FLOTSAM THAT I PUT IN EVERY TIME THESE DAYS				|
|									|
|Swim... Swim...							|
|Hungry...								|
|									|
|RISE OF THE TRIAD ERROR!						|
|Pushwall attempting to escape off edge of level! It is located at 0, 20|
|"I'M FREE!"								|
 ------------------------------------------------------------------UU---