INSTALL INFORMATION:

Unzip the contents of dnf.zip into an EMPTY DIRECTORY (call it whatever you want),
place a copy of Duke3d.grp (the Atomic Edition version) in that directory and run
DNF.bat. Make sure the directory is empty before you install this mod as outside
files will conflict with the mod. Do NOT replace the supplied _eduke32.exe with
your own as this mod has been optimized for the included version of EDuke32 and
other versions may cause undesired results.

Note to Steam users: Your Duke3d.grp is located in the following directory:
steam\steamapps\common\Duke Nukem 3D\gameroot\classic 
Steam users automatically have the required Atomic Edition version of the grp.

======================================================================
THIS MOD IS NEITHER MADE BY OR SUPPORTED BY 3D REALMS (fortunately).

First version released on the 29th of April, 2013

Title                 : Duke Nukem Forever 1.0
Authors               : Gambini & Mikko Sandt
E-mail                : gallo.luciano1@gmail.com, mikko.sandt@gmail.com
Web Page              : http://www.moddb.com/mods/duke-nukem-forever, http://msdn.duke4.net/ 
Misc. Author Info     : There's only one reason we can stand each other and it's that
		                    we love Duke Nukem 3D.
Other projects        : Plenty, see the website (MSDN) above

Description           : This is, more or less, our idea of what Duke Nukem Forever would have been like had
			it been built on the Build engine. Our reference material consists mostly of the
			1998 and 2001 Duke Nukem Forever trailers. While the mod is heavily oldskool in
			style, it draws some inspiration from more recent games as well and would not exist
			without the modern capabilities of the EDuke32 engine.
                        

Additional Credits    : -Daniel "DeeperThought" Gaskill for coding the Wild Pig, the boulder, the assault
			rifle, the tentacles, the new cycler & earthquake effects, and several minor actors
			and for help with the bike's code.
			-Maxim "Lezing" Chinyakin for providing the astonishing motorcycle code and The 
			 Extended Color Look-up Table Pack.
 		        -Reaperman for his Duke3D Voxel Pack.
			
Thanks to:	      : - Methy for betatesting;
			- Richard "TX" Gobeille, Plagman and Helixhorned for their commitment to EDuke32
			and some special work made for us;
			- Pablo "Gambini Jr 1st" Gallo and Lucas "Gambini Jr 2nd" by lot of alpha testing and
			ideas.
			- The Duke4.net Community Stockpile for a few cool tiles;
			- Geoffrey "Fakir" van Dijk for the Minitank art;
			- Mike Norvak for the Wild Pig sounds and General Graves's voice cleaning;
			- Michael "Micky C" Crisp for TROR technical support and testing;
			- The Duke3D Informational Suite by Ryan Lennox for a list of sounds;
			
			And finally to all those who offered their help and provided positive feedback. We 
			didn't forget your names, but you were a lot, guys and lads!
			
			- The EDuke32 wiki and duke4.net forums were of immense benefit in aiding this mod's
			coder, who had no previous experience with coding. Several mods such as the AMC TC,
			Imagination World 2 TC, WGRealms 2 and The Wall	were also helpful treasure troves of
		        code.
			
      			Lots of sounds and music were obtained from the ill-fated 2011 realisation of Duke
			Nukem Forever. Other tracks are from Vectorman, Borderlands, Call of Duty: Black
			Ops 2 and Battlefield 3.
			Some sounds (the donkey's gallop, the terminator's laser, etc.) were obtained from
			online audio libraries and some enemies sounds are based on Monolith's games.
       
      			Also thanks to the many people who visited the Hoover Dam, took pictures of it and
			shared those pictures with the world. Dozens of these were used	when recreating the
			dam in Mapster32.                    


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

* Play Information *

This mod is intended to be played in the 8-bit classic (Software) mode. The Open-GL Polymost mode is also
supported but not recommended (except by 1/2 of the team). 

Polymer and the HRP are definitely NOT supported and are thus disabled.

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

Single Player          : Yes
DukeMatch 2-8 Player   : See below
Cooperative 2-8 Player : Once the netcode of EDuke32 is working again, we promise to implement it.
Difficulty Settings    : Yes
Atomic Edition Required: Yes
New Art                : Yes, Gambini's brilliant hands to make your eyes cum!
New Music              : Yes
New Sound Effects      : Yes
New .CON Files         : Yes, Mikko "I'll give it a thought" making your puppets dance!

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

* Construction *

Base                   : Duke Nukem 3D, levels made from scratch, art made either from scratch or 
			 adapted from 3d Realm's art.
			 The nude guys taking a showers in the EDF HQ were based on a Mikkoīs dream.
Softaware used	       : Mapster32, Adobe Photoshop CS4, Adobe Audition 3, BastARt, DukeRes,
                         Strip2Voxel, Slab 6, Crimson Editor, GRP Viewer, GoldWave, Paint, Irfanview.
Construction Time      : About six months.
Known Bugs/Problems    : Small issues related to TROR in the 2nd level, only for those who use Open-GL.
	                 Some oddities when trying to drive the motorcycle using the mouse (try to not 
	                 move it while on the bike, and use the strafe keys instead).

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

* Author Notes *

Mikko: I was lured into this madness very late last August (2012) by Gambini. Then the mod team
consisted of Gambini (mapping, art), DeeperThought (code) and Mike Norvak (mapping). However, as soon
as I joined, both DT and Norvak went AWOL so Gambini replaced Norvak as a mapper (Norvak was working on
a map based on the Ladykiller casino, which Gambini later built from scratch) and I replaced DeeperThought
as a coder, which was a pure accident. I originally had no other plans with respect to coding than to bring
in Fakir's "minitank" art as a new actor that'd be based on the Riot Tank's code.
This was the very first actor I coded for Duke3D despite having mapped for the game since late 1997. 
Gambini then started requesting code, a lot of which was way above my non-existent skill level. I didn't
wander off into the EDuke32 territory until after January 2013. We held a three-month long hiatus between
October 2012 and January 2013, during which Gambini worked on his Half-Life 2 project. As for the maps,
Gambini originally wanted something along the lines of Metropolitan Mayhem, a mini-mod that'd consist of
mostly quickly-built maps based on early plans for Duke Nukem Forever. Our ambitions grew, however. My dam
map was originally supposed to take place almost exclusively on the top of the dam but the map started to
grow in size and scope, aided by the fact that I had realized I could code new effects for the map. Tons
of locations from the actual dam are featured in the map: the Lake Mead reservoir, the water intake towers,
the road that runs through the top of the dam (there's a Nevada-Arizona state line in the middle), the
visitor center, the car park (unreachable), transmission towers, the power station, the lower-level turbine
room, the valve houses, the penstock, both Nevada & Arizona spillways, the memorial and, finally, the
bypass bridge. Tons of photographs were used as references and Gambini provided tons of art that helped
bring the map closer to its real-life counterpart.

Gambini: I was who started with this mod and also built four maps for it (although Mikko contributed a lot
with the EDF HQ map). I also did all the art except by some stuff we took from the community stockpile or 
other 3DR games. What Iīm mostly proud is the enemies I did. Being my first incursion on 8bits art, I must
admit I loved my own work. I made some voxels and even dared to touch someoneīs else code to fuck things up.
Itīs been a lot of fun to work on this mod. And Mikko has been a great team mate, even having to deal with
my "charming character" all the time, for all these months. Dan and Lezing also were both very helpful and
Iīm really glad of counting with their contribution. They gave us a big push.


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

Copyright/Permisions:

The files provided with this text are protected under the Creative Commons 
Attribution-NonCommercial-NoDerivs 3.0 Unported http://creativecommons.org/licenses/by-nc-nd/3.0/
unless otherwise specified:

Other authors may base their work on this project or part of it, upon asking for permission. This mod
features content made by different authors. And each contributor may have their own conditions about
how their content can be used.

The content here is not free to use. You should contact us and wait for an answer before making any
modification or derivative work.

Other authors may make add-ons such as high resolution packs as long as they are provided as a separate
package.

A large amount of voxel files included in this game were provided by Reaperman and users should refer to
his conditions prior to using them (see folder Licenses). To know which files fall into this category you
should get his Voxel pack directly from his source, located at:  
http://forums.duke4.net/topic/3322-duke-3d-voxel-pack/page__p__71078#entry71078

The file EBIKE.CON has been provided by Maxim "Lezing" Chinyaki speficically for this mod. Other authors
should contact him prior using it or making derivative work from it. Contact: http://lzg.duke4.net/

As far as Mikko's code (see Additional Credits for a list of things NOT coded by Mikko) is concerned, it's
 free to use. Attribution is expected but not necessary.

_eduke32.exe is a modified executable based on EDuke32 2.0.0devel r3717. Source code located at: 
http://dukeworld.duke4.net/eduke32/synthesis/20130429-3717/ Itīs provided under the GNU and BUILDLIC licences
(see folder Licenses). The startup menu has been edited using ResEdit, And the logo replacement is provided. 
No further changes were made. For Unix-based Os that want to compile their own build, it is extremely
advisable to use the exact same snapshot, for which the link is provided four lines above.

Copyrighted material is provided under the understanding that its use outside a non-commercial Duke Nukem 3D
mod is illegal.

