			_____________________________
				 SD_Duke Mod
			ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
				by Hellbound

			    v1.2.6 (May 29, 2009)


F.A.Q.
~~~~~~
1. What is the SD_Duke mod?

   It's a special effects addon for EDuke32 with the High Resolution Pack (HRP).
   You get to see a lot of stuff never seen before in any build game.


2. What are these effects?

   Quite a lot, I can't even count them all. ;) For instance it offers a
   enhanced gore system, staying shells, "new shooting experiences", fire,
   smoke, debris, mess and total destruction! All being visually as realistic
   as it can be without influencing the gameplay.


3. How did it all begin?

   It started out with Dr. Kill's "Blood & Gore Pack" (BGP) and my CON hacking
   updates for the HRP. Eventually we decided to create a common version of
   the pack. The start was quite difficult and painful, but people liked it.

   Then Parkar wanted to celebrate the 10th anniversaryof Duke Nukem 3D with
   the SD_Duke mod which offered new content, especially frozen enemies.
   As Dr. Kill had disappeared from the scene, me and Parkar decided to merge
   the BGP with SD_Duke which was quite a lot of work. We finally did it and
   added some new effects (e.g. smoke) and released it on time. Still it wasn't
   what I wanted it to be.

   I have been impressed by the bullet impact effects of the game F.E.A.R. and
   decided to continue working on SD_Duke, without any help using just the old
   stuff and a head full of ideas. Slowly and painfully I managed to release a
   beta which still had a lot of bugs, but also a lot of new features like
   staying shells, different effects for shooting at different materials,
   improved smoke. It was tested by only three persons, then I abandoned the
   project for some new challenges. A few months later I decided to bring the
   SD_Duke mod to a final stage. A week of sacrifices and sleepless nights
   resulted in the first public version 0.9. Version 1.0 even adds a lot of
   new stuff and effects when destroying the environment in Duke Nukem 3D.


4. What are the system requirements for SD_Duke?

   This Mod was created for next generation PCs, it has much higher requirements
   than the HRP. The latest release of SD_Duke includes a "Dynamic Mess Cleaner",
   i.e. when your framerate drops badly the engine compensates for it.
   In addition now there is a "ACME Mess Cleaner" available, a three level tool
   for mess cleaning. At default level 0 everything stays as long as the framerate
   is ok. You can activate the "ACME Mess Cleaner" by pressing [Ctrl+Bkspc].


5. Is SD_Duke in a finished state?

   I could possibly add several things in the future and also fix some bugs.
   The most disturbing one is when shooting at doors, elevators or similar
   the bulletholes stay in the same place and do not move with the door.
   However the Mod is now in the state I wanted it to be and it's a greater
   pleasure now to fight those alien bastards. :)


6. Why is this mod (still) called "SD_Duke"?

   It is some kind of tribute to Parkar. This mod couldn't have been created
   without his invaluable help.


7. How do I install SD_Duke?

   - In order to use SD_Duke you need EDuke32, available at: http://www.eduke32.com.
   - Create a subdir called "Autoload" in your Duke Nukem 3D game folder and place
     all ZIP/GRP files except for "duke3d.grp" in there (e.g. HRP, HRP_Update,
     XXX-Pack, etc.)
   - Extract "sd_duke.grp" and "sd_duke.zip" into the "Autoload" folder.
   - Starting the game with Eduke32 all required files will be loaded automatically,
     no additional parameters or batch files required.
   - If you don't want to use the autoload feature use the following commandline
     (please make sure to load sd_duke.grp in front of sd_duke.zip):

     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
~~~~~~~~~
v1.2.6 (05-29-2009) by deus-ex
 Added:
  - readded painskins


v1.2.5 (05-28-2009) by deus-ex
 Modified:
  - removed fire definition/textures to enable the official HRP fire
  - removed unused sound and image files
  - updated/rewrote sd_duke readme.txt


v1.2.4a (03-01-2009) by Nightfright
 Modified:
  - removed painskins


v1.2.4 (04-01-2008)
 Fixed:
  - all "dummytilerange" commands removed

 Modified:
  - removed frozen skins/models from mod (now part of the official HRP)
  - SD_Duke\shotsparks\shotspark1.png (new tile & glowmap)


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 dying animation after unpausing game (HRP related)


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 use the same mod version the game will stay in sync
    b) sync between mod and original game: All known desync factors solved.
       It is still not guaranteed for the game to remain in sync, though.
  - speed optimization

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


v1.2 (08-01-2007)
 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 (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 (dummytile removed)
  - FIRE_SPAWNER does not hurt player any more
  - all .DEF dummytile defintions have been commented out and 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:
  - Easier user map and mod customization:
    - sd_game.con renamed to sd_code.con
    - eduke.con renamed to sd_game.con
    - new eduke.con file
  - blood/gibs of NEWBEAST (Protector Drone) are green now
  - renamed all of the frozen babe actions to their actor name 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 a strength
    value, "0" was added (only hittable actors)
  - made actors using MOVESPARKER die when they hit water
  - sound of shells hitting floor are 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 (place 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 )" now obsolete

 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 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

 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)


v1.0 (11-30-2006)
 First full release including all previous CON fixes/modifications
