H266MOD Source Release

Some of you who were on 3DR around 2006-2008 should remember my thread about my first mod, aptly named H266MOD.

This mod is by all measures an absolute piece of shit. It was my first attempt at a releasable mod, and I simply developed it by adding what I thought was cool at the time. I n00b'd many times. This includes incorporating various CON mods I found on RTCM IIRC, mostly to augment the amount of gore and swearing. As a new coder and also lacking originality, I ripped off a bunch of ideas from DNWMD, originally called DTMOD. (As you can see, I even ripped off the name.) These include nukes, nuke ammo, and I forget what else.

The primary feature of the mod at the end of its development was the huge assortment of weapons available. Only half them ever had artwork made, including the originals. For reasons I don't remember, I decided to skip the entire WEAPONx_variables, kickback_pic, EVENT_FIRE, etc., and recode it all myself. Then development ended for a number of factors, including lack of time and lack of interest.

Here is a synopsis of the content in its final state:

Weapons don't make any sounds, shoot any projectiles, or decrement ammo. They do display to some degree, however. Slots that display blankly did not have their art in existence yet.

There are a couple new enemy varieties, including a red Protector Drone that shot expandsparks, and a blue one that shot freezeblasts, a sentry drone with a minigun, and an implementation of the scorpion tank (thanks for Chip for providing the machine gun firing frames).

A big thanks to Captain Awesome for supplying me with most of the new art. The art is really the shining part of this turd (besides the outright creativity), and Cap'n gets props for that. (Note: I made all of the shrinker recolors.)

I renovated the batch file a bit so it doesn't throw fatal errors and you can run the mod from a subdirectory (admittedly it's a mess). I also ran through the con files to eliminate all compiling errors and allow the player a smooth look at what it could have been.

There are [b]MANY[/b] bugs.

For lots of laughs, read the quotes in HUser.con, look at the art, read the code, etc.

Some of the custom music is broken for unknown reasons.

There is some unadded art in Working Materials.

Please [color="#FF0000"][b]do not[/b][/color] reuse the art without asking both Captain Awesome and me.

You are encouraged to read the included text documents, but keep in mind that I haven't updated them in years, other than outright removing parts for this release.

Other random features included:
[list][*]Completely rewritten HUD and weapons systems
[*]New HUD settings between the mini-hud (just ammo, health, and inventory) and the full status bar, containing health, armor, ammo, "alt ammo", inventory, and keys. (Note: This was before TX's new upgraded HUD was added to EDuke32.)
[*]Some attempt at reactivating the spacesuit.
[*]Multiple weapons per slot, plus alt-fire modes for many:
[code]0 - ºMighty Foot	- ¹Punch			- ²Knife		- ³Sword
1 - ºPistol†		- ºFireLaser†			- ³MP5K†
2 - ºShotgun		- ºLaser Blaster		- ³Pig Cop Shotgun	- ºMilitary Shotgun
3 - ºChaingun		- ºNailgun			- ³Battlelord Minigun*
4 - ºRPG		- ³Stakegun			- ³Crossbow
5 - ¹Pipebomb		- ¹Detonator			- ºLaser Tripbomb**	- ²Grenade
6 - ºShrinker†		- ºExpander†
7 - ºDevastator†	- ºFirework Launcher†
8 - ²Chainsaw†		- ²Taser Stick (LameDuke)‡	- ³Shit Gun
9 - ºFreezer†		- ºNitro Bubbler†		- ²Flamethrower†

º art & code done
¹ art done, code not done\not working
² art done, but not added into game
³ art unstarted\unfinished

* Alternate Fire: Motion Sensor Bombs, just like a Battlelord
** Alternate Fire: Magnavolt Tripbombs
† Alternate Fire: sweeping motion
‡ automatically is bat after ammo is depleted, Alternate Fire: use as bat to save ammo[/code]
[*]I made numerous palette-edits of the shrinker: a blue one (for the liquid nitrogen launcher, and for in-game pal-swaps), a red/purple one, and a yellow one (cheese), all unused except for blue.
[*]Many of the items in Duke Burger are now edible/usable. For example, you can eat a ketchup dispenser for +10 health, or a Duke Burger for +35 health. If you are in proximity to and facing a paper towel dispenser and you press space, you will wipe your face for +5 health. If you are in proximity to and facing away from a paper towel dispenser and you press space, you will wipe your ass for +10 health.
[*]The mod has full compatibility with Duke D.C., NWinter, and Caribbean, but the method I used to accomplish it is really ugly and something I would rather not use in a future mod. It may not work with NW+ or Vaca+, since I have made more changes to them since then, including elegant and correct CON improvements, as well as converting them to a more proper mutator/wrapper style.
[*]The mod has a few voxels.
[*]I added a few things from the EDuke 2.0 example CONs, including the teleportation feature (Look Right - Delete).
[*]To set a nuke, press Look Left - Insert. This costs 10 nuke ammo.
[*]This mod was made before the advent of the tilefromtexture command and EVENT_ANIMATESPRITES, so it does some really ugly things with dynamicremap and actions to keep all the new art confined to TILES020.ART.
[*]There are some changes and additions to gore and swearing.
[*]A rotation of quotes is displayed when dead, and most of them are insulting the player.
[*]Do check out the quotes in HUser.con. They're hilarious!
[*]Unmentionable things have been done to actor FECES.
[*]I tried to make fire and related effects damage enemies and not just Duke, but I never got it quite right.
[*]Crosshairs are somewhat customizable, but they follow an old method of adjusting the size EDuke32 had.
[*]Babes can be saved for nuke ammo.
[*]New Duke quotes have been added for most situations. Try picking up weapons, blowing up enemies (eggs actually work), and getting killed (quick kick, see below).
[*]I had bullet holes applied to floors and ceilings, but they bugged out so I removed them.
[*]I had some neat projectile-based explosion effects for the pipebomb, tripbomb, and nuke, but for some reason they don't even start.[/list]

The game crashes due to an infinite loop when you try to select a weapon you don't have, so I gave the player all weapons and 100 nuke ammo on spawn for this release. Since the weapons don't work, I made the fire button shoot many, many shotgun pellets, and the quick kick button shoot an RPG. Be sure to type DNSTUFF yourself as well as press the screen size adjustment keys (+/-) to see the new HUD options. Also type DNKROZ so you don't die.

The trooper's death is hilariously broken. Enforcers and Octabrains seem to be invincible. The Protector Drone's death and all bosses' deaths are also broken. The Pig Cop actually works and has a neat blood effect I don't remember adding. The Turret Sentry barely works. The Scorpion tank is functionally retarded, but upon destruction both tanks unleash a cool metal effect.

I would like some of the ideas from this mod to be reborn someday, so you might see something from me in the future.

Also included are one or two old versions of the mod. I have made no attempt to get them to work.
