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ReadMe for Battle Team/Freezetag Arena  V6
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Author:       Nico de Vries
Platform:     Unreal Tournament 3 (Tested with UT3 1.2)
Website:      BigBattleServers.com (the forum can be used for feedback and requests)
Release date: April 9 2008
Version:      V6 (Version 6)

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Installation (server admin manual)
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Windows stand-alone:
    Store the .u and .upk file(s) in your ..\UTGame\Published\CookedPC\ directory 
    and the .ini file(s) in your ..\UTGame\Config\ directory. If you have multiple 
    users in Windows make sure you use the proper My Games directory.

Windows dedicated server:
    Store the .u and .upk file(s) in your ..\UTGame\CookedPC\ directory and the 
    .ini file(s) in your ..\UTGame\Config\ directory. 

Linux dedicated server:
    Store the .u and .upk file(s) in your ../UTGame/CookedPC/ directory and the 
    .ini file(s) in your ../UTGame/Config/ directory.

For Battle Freezetag Arena servers you need to add to the command line:
?GameMode=4?game=BattleTeamArena.BattleFreezetagArena

For Battle Team Arena servers you need to add to the command line:
?GameMode=4?game=BattleTeamArena.BattleTeamArena 

It will show up as Team Deathmatch in the in game browser this way. If you are 
also using TitanTeamFixUT3 you will have to set it's shuffle to the end of the match.

In the game you can press F12 and then the admin button if you are running in standalone 
more or if you are admin (adminlogin). From the admin menu you can configure:
* Anti camping settings
* Challenge mode settings
* Round length
* What you want to allow on the HUD (e.g. disable the 3D Radar)
* What FOV you want to allow
* What items BTFA should remove from the map
* What weapons players get
* How much ammo players get
* What type of (enhanced) Impact Hammer is available to all players

REMARK: the .uc files in the SourceFiles directory contain sourcecode for those who are
interested in that. They are NOT needed to use and run BattleTeamArena.

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Manual for players.
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Battle Team/Freezetag Arena (BTFA) are game types where only the most skilled players will 
win the match. You not only have to kill, you also have to survive to win this.

With Battle Team Arena (BTA) you can die only once. Once all members of a team are eliminated 
the other team gets a point and wins the round. Then a new round starts. You have to win 
a configurable number of rounds to win the game.

With Battle Freezetag Arena (BFA) instead of getting killed you can get frozen. Once all members
of a team are frozen or dead the other team gets a point and wins the round. Then 
a new round starts. You have to win a configurable number of rounds to win the game.

In the game you can press F12 for the settings. You can configure:
* What hitsound you want (32 options)
* What frozen players should look like (Freezetag)
* Bright skins
* What items should be visible in the HUD
* Your FOV

Battle Freezetag Arena specific features (also depends on how the admin configures it):
* You get frozen from enemy fire and you can die from the environment (e.g. lava or falling)
* If you are frozen and someone pushes you into goo or lava you thaw very fast
* If you are frozen you slowly thaw
* If you stand close to a frozen team mate they thaw faster
* If you stand close to a living team mate with higher health than you, you get health
* You get 2 points for thawing a team mate
* Enhanced bot and squad AI that is Freezetag aware

Generic Battle Team/Freezetag Arena features (also depends on how the admin configures it):
* Implemented round statistics HUD panel
* 5 admin configurable versions of the Impact Hammer
    * Standard "Impact Hammer"
    * Reduced Self Damage "Impact Hammer RSD"
    * + Reduced Fall Damage "Impact Hammer RSD+RFD"
    * + Boost "Impact Hammer RSD+RFD+Boost"
    * + Ultra Boost "Impact Hammer RSD+RFD+Ultra Boost"
* 2 in game setting dialogs (F12) for players and admins, most settings work in real time
* Configurable hit sounds
* Configurable skins
* Messages and sounds for various game events
* Detailed stats in the HUD if you press F3 (cycle through all players with PageUp/PageDown)
* 50% reverse friendly fire
* You can see the health of team mates in the floating nametags
* While you are dead (or frozen) you can use primary fire to watch team mates, secondary to view yourself
* While spectating you can use jump to toggle between 1st and 3rd person look
* FOV can be up to 120 (instead of 100)
* Hitsounds with a pitch that depends on the amount of damage
* Custom scoreboard showing PPH, Deaths, Kills and who is frozen or dead
* You get 1 point per kill, 1 point per 100 damage
* All players start with 100 health, 100 armor and all weapons
* All pickups are removed from the map
* Anti camping, a warning after 10 seconds, after 15 seconds you start losing health
* Challenge mode: E.g. if red has 3 round points more that blue, red players will 
  start with 85 health and 85 shield and blue players will start with 115 health and 115 shield
* Allows all map types (things like power nodes, flag bases are all removed from the map)
* 3 dimensional radar allowing you to locate all your team mates
* Round timer, after 120 seconds the round is over and everyone starts losing health
* The HUD shows the top 7 players of every team including health of your team mates

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Changes
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V5 -> V6
* Fixed problem with client location when frozen and pushed around
* Fixed problem with frozen players and elevators
* Fixed problem with sniper zoom some players had (was VERY tough to fix)
* Fixed problem with game getting into a loop if one team is (temporary) empty
* Fixed problem of frozen players not falling down
* Fixed references to BattleRPG
* Fixed defaults button in the admin settings dialog
* Added a new Liquid + Gold skin option
* Improved detection of players downloading a map
* Changed the radar background to black
* Changed several sounds
* Added a new message + sound for "You are the last one standing!"
* Added a new message + sound for "You are thawing ..."
* Killing yourself no longer counts as kill in the statistics
* Removed PPH
* Changed the HUD scoreboard to make it more clear who is dead or frozen
* Sounds are no longer queued
* Between stats weapon usage is now no longer recorded for the statistics
* Implemented round statistics HUD panel
* Created a new option to disable hitsounds
* Implemented 5 admin configurable versions of the Impact Hammer
    * Standard "Impact Hammer"
    * Reduced Self Damage "Impact Hammer RSD"
    * + Reduced Fall Damage "Impact Hammer RSD+RFD"
    * + Boost "Impact Hammer RSD+RFD+Boost"
    * + Ultra Boost "Impact Hammer RSD+RFD+Ultra Boost"
* Late game entry now no longer is deadly, late game re-entry still is

V4 -> V5
* Created 2 in game setting dialogs (F12) for players and admins
* Added configurable hit sounds (32 options)
* Added configurable skins for frozen players (4 options)
* Added configurable skins for regular players (glowing, bright, liquid), also depends on UT3 settings
* Messages and sounds for various game events (e.g. thawing and getting back in the game)
* Between rounds you can now spec players from the other team and see their health in the HUD
* Added settings for admins (with a nice in game dialog), most settings work imidiately
    * Anti camping settings
    * Challenge mode settings
    * Round length
    * What you want to allow on the HUD (e.g. disable the 3D Radar)
    * What FOV you want to allow
    * What items BTFA should remove from the map
    * What weapons players get
    * How much ammo players get
* You now also auto thaw in overtime
* Improved handling of elevators for frozen players
* Death player names are gray instead of black now to make them more readable
* Probably fixed the problem of players downloading maps during the game (untested)
* You no longer get points for self damage

P3 -> V4
* Created a new elimination gametype without freezing
* With Freezetag you now freeze instead of die from self damage
* When you die when you have been damaged by sliem or lava recently you no longer freeze
* Frozen players are easier to move now
* Improved frozen player handling (superfreeze)
* Countdown counter now starts at 5 instead of 7
* Solved several script warnings
* Disabled the FeignDeath command
* Changed late entry detection, hope it works now
* fixed health lose during overtime
* Removed small health gain for longer distance thawing
* Reduced short distance score for thawing from 3 to 2
* Improved stop firing logic (attempt to stop players from firing after they are frozen)
* Changed frozen physics (attempt to solve warping problems)

P2 -> P3
* Implemented 1syt and 3rd person look while spectating
* Bots no longer try to kill frozen players
* Bots now try to thaw and get or give health by getting closer to players for that
* Added kills to the scoreboard
* Stopped frozen players from walking
* Frozen players now have less animations
* Made it easier to move frozen players around
* Reduced the impact hammer self damage
* Implemented detailed statistics with a custom highly network efficient 4 layer replication engine
* Implemented dying
* Implemented rapid thaw if you get into goo or lava
* Implemented 50% reverse friendly fire
* Made the radar updates a bit smarter
* Improved the radar for non DM maps
* Floating nametags showing health
* Implemented much more announcements (sound)
* More time between rounds 
* Timelimit=0 is now properly handled
* Late entry vehicles (Heat Ray) are now also removed
* You should now die if you enter the game in the middle of a round (not fully tested)
* With being close to a player you can now get at most the health of that player
* Unfreezing someone takes about twice as long
* If you got unfrozen you now get the average health of the people unfreezing you
* If you thaw by yourself you now get the average health of all living players 
* You no longer get health for unfreezing players
* Overtime health loss is reduced from 3 to 2 per second
* You now get a message if someone is thawing you
* Web admin(s) should no longer show up in the HUD (not fully tested)
* You now die slower from camping and the suffering is more noticeable
* If you get hurt your camping counter gets reset now (useful during heated fights)

P1 -> P2
* Reversed the pitch on the hit sound
* Fixed detection of round over if the round is over because someone left the server
* Fixed wrong team getting a point if round was over due to a suicide
* Implemented challenge mode
* Implemented support for all map types
* Doubled the thaw speed when someone is close to you
* Made unfreezing in place
* Made frozen players movable
* Implemented the 3D radar
* Implemented the round timer
* You now no longer get health from being close to a team mate if you are camping
* Unfreezing no longer counts as camping
* Added player lists to the HUD

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Thanks to (for inspiration, contributions, running servers and many many sugestions)
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Communities:
  BigBattleServers.com
  ut2004.titaninternet.co.uk (who gave a LOT of useful input)

People:
  Shambler, Piglet, Slaughter, the people who made TAM and Freon

Contributors:
  Epic: Made UT3 and all the tools needed to mod it.
  Galtanor: For letting me use his radar as starting point for my 3D radar.
  Zoo: For collecting (hit) sounds for me.

====================================================================================
BattleTeamArena Copyright (C) 2007-2008 Nico de Vries.

BattleTeamArena is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see http://www.gnu.org/licenses/.

This program also contains elements (e.g. graphics and certain code fragments) 
which are Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. That part 
is covered by the Epic license and not by the GPL.
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