FreezeGUTS History
==================

Feature Wishes/Ideas:
=====================
- [Sly] Make bots push frozen pawns over the edge
- [Sly] Widen the radius for thawing frozen team players so that you can still
  thaw him by moving around him and fighting the enemy.
- BotAI: after a bot has been thawed it would be nice if there were a chance that the
  bot will join the squad of the thawer
- Scoreboard statistic could show the number of frozens, thawings, kills, deaths, ...

Known Issues:
=============
- player table font is fixed right now. font size should be dynamically calculated.
- player table could be drawn with less effort ...
- add more nice looking health bar when frozen ...
- sometimes when thawed ... pawn fires a single shot ... do not know why
- sometimes bots are just standing around ... doing nothing ... ??
- sometimes player still start round with no active weapon when was sitting in vehicle before
- at the beginning of the overtime the pickups are vanishing with delay in online games ...
  and also are showing up again in next round with delay
- bots and players pawn should not be able to rotate when frozen ... got the players pawn
  thought out ... but to stop bots pawns from rotating their focus needs to be deleted ...
  but in doing so there is always some initial rotation when frozen ... how to prevent the 
  initial rotation? Perhaps this can only be resolved by disconnecting pawn and controller. 


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

Version history:
================

Version 0.73b
- FINALLY: found the cause of the fall back spectator bug from v01alpha08 where spectator
  fall back to own pawn when spectated pawn got frozen! Dunno why this only happened in 
  network games and also dunno what that code that caused it is good for (found in 
  PlayerController.uc in LongClientAdjustPosition() the fallback if with Health<=0 which 
  must fail in FreezeGUTS as spectaed pawn will have zero health when frozen)
- added: adrenaline consumption stops at round end and is save for the next round
- exchanged defensive/booster combo fx effects with tiny flames when used in frozen state
- added small delay after being frozen before being able to switch player view
- added Instagib mode as game option ... yeah I'm lazy :-)
- removed zoom bug where zoom view at round end will start next round with zoom view but
  without sniper weapon ... so you couldn't switch off the zoom.
- removed bug where minigun rolling status and sound did not end when frozen.

Version 0.72b
- added option for round duration - in round overtime players loose health like in match overtime
- other than in match overtime players can be thawed in round overtime but the total health
  after beeing thawed depends on the average team health
- removed health/shield/weapon/adr pickups from overtime phase ... each player fights to the 
  end with what he has when entering the overtime phase (ammo pickups still available)
- round duration is shown in the HUD and round overtime is announced
- removed bug where last man sound was played again after team player has melted.

Version 0.71b
- added in-game GUI menu screenshots when selecting game type
- removed bug where custom beacon was shown after server travel to other game type
- added specularity to frozen textures and changed frozen texture animation
- added some teleporter effect at new round start
- removed bug in the range check of FreezeGUTS game options
- added custom player beacon with frozen health bar showing percentage of thawing status
- this also removed bug not showing own beacon health when frozen anymore
- removed bug which prevented health drain in overtime

Version 0.7b
- added configuration options for melting and thawing health, overtime health drain,
  vehicle support, self-inflicting friendy fire option, and bot thawing behaviour.
- added option for separate configuration of friendly fire and self-damaging 
  friendly fire.
- added option to limit number of simultaneous thawers (bot AI) which can reduce the
  'hording' effect and enhance the bot overall thawing capabilities.
- added option for increased thawing health amount with increased number of current 
  non-frozen thawers.
- added bot balance teams calculation during ongoing rounds.

Version 0.66b
- added team frozen and kill messages for hud and for colored console output. Console 
  color: slightly darker color means frozen or killed and slightly brighter color means thawed.
- removed bug: pawn died function did call Killed() twice

Version 0.65b
- removed bug: when invisible pawns got frozen ... the pawn skins were mixed up
- removed bug: health was not shown correctly in player freeze table when driving 
- removed bug: overtime health drain was not applied to pawns driving vehicles
- removed bug: sitting in vehicle during round cycling ... pawn starts next round with no 
  selected weapon
- changed behaviour when getting suicided through world events in very dead instead of
  getting restarted and revived
- added vehicle spawning at each round start

Version 0.64b
- removed bug where in network games occupied vehicles were not shown on radar 
- frozen player table now dynamically expands/reduces depending on number of players
  (minimum size is 8 rows maximum size is 16 rows)
- activated self-inflicting friendly fire for vehicles and for vehicle weapons.
- reduced self-inflicting friendly fire for vehicle roadkill and pancake damage in order 
  to keep the original game play (otherwise you will be ejected the moment you hit a team
  player with the vehicle). 

Version 0.63b
- enhanced bot intelligence in order to leave vehicle when getting near thawing target 
  and be able to start thawing the team player (which is not possible from within vehicle)
- removed bug where pawn frozen in vehicle would be unpossessed by the controller
  which had the effect that frozen pawn could no longer be controlled by player or AI
- removed bug where vehicles would not be potential targets anymore
- removed empty vehicles from radar view
- removed bug where vehicle passengers would die at new round start
- removed bug where overtime health drain was not shown on the HUD player table

Version 0.62b
- removed bug where player got stuck in spectating mode when dying within a vehicle
- added vehicle reset at round start and exiting drivers from vehicles

Version 0.61b
- added vehicle support. Pawns are ejected from vehicle if it is destroyed.

Version 0.6b
- added friendly fire self-damage (only if friendly fire is activated)
- removed bug when calculating the chance for a bot to decide to thaw a team player. 
- Changed bot thawing behaviour. The chance that a bot will thaw a teamplayer depends on
  bot skill but is at least 30% and increases with the number of frozen team players. 
  The decision is based on radar distance and not based on line-of-sight. If there is 
  a direct path to frozen team players the nearest one will be thawn. If there is no 
  direct path the bot is send on its way in the direction to the nearest frozen team 
  player. Next decision cycle can order bot to follow the path or to decide on another 
  thaw target that is now nearest.
- Bots are enabled for self-healing using adrenaline.

Version 0.51b
- removed bug where sometimes the viewtarget on round start was not on the own pawn but
  on the last spectated pawn of the previous round.
- scoring: added workaround when frozen player gets pushed over the edge -> frozen player gets
  no points subtracted anymore as this does not count for suicide.
- removed bug where domination points were shown in online games when playing a domination
  map. domination points needed also to be removed on the server not on client only.
- removed bug where initial touchers (already standing beside) were not considered when 
  getting frozen.
- added team color for console messages.
- exchanged workaround for under water frozen/thawn bug with solution.

Version 0.5b
- added support for CTF, DOM, ONS, and VCTF maps. But only used for FreezeGUTS team 
  deathmatch without the the other game type specific objectives and objects
  [feature wish from Sly.]
- removed player touch bug when frozen and getting thawn while standing next to
  another frozen team player -> player touch and thawing capability was not updated.
  You had to leave frozen player and enter his sphere again for player touch in order 
  to thaw him.
- workaround for under water frozen bug where player could not move after being thawed.
  Setting player state to "swimming" after thawed ... works under water and on ground.
- added minus 1 score point if suicide (e.g. jumping over the edge)
- removed bug when falling before relocation at round start and the full falling speed
  had been relocated, too ... smashing the pawn on the ground and froze it :-) 
  [reported by Sly]
- added support for 3rd skin texture of pawn 'Xan' [reported by Sly]

Version 0.4b
- first published beta version

Version 0.3(alpha05)
- added nice and shiny icy skin when frozen
- added adrenaline display in frozen spectator HUD
- removed bug when frozen in overtime -> the thawtimer does not start anymore
  for sudden team death (adrenaline self-healing should still work)

Version 0.3(alpha04)
- added workaround for specated frozen bug -> jumping to own pawn in 3rd person view
- added workaround for new spectator bug when starting in someone elses pawn ... 
  not quite good
- removed died() at round end for frozen pawns and just do a restart

Version 0.3(alpha03)
- added overtime life drain:
  - health drain cycle is set to 5 seconds
  - each drain cycle there is a 80% chance health gets drained from a living player
  - 5 health points are drained per drain cycle
- killstats become reset at the beginning of each round (sprees will start from zero)
- removed bug where pawns slightly glide away when frozen
- adrenaline can be used for self thawing
  
Version 0.2(alpha01)
- added momentum to frozen players when hit
- added dead state if pawn falls out of world/in lava. 
  Player needs to wait for round end to join again.
- added support for multiple thawers for a single pawn
- introduced new scoring system:
  - normal kill    : 2 points
  - frozen kill    : 1 point  (dodging frozen pawn over the edge)
  - own frozen kill: -1 point (dodging frozen team player over the edge) 
  - full thaw      : 2 points (thawing for more than 3 seconds in a row)
  - part thaw      : 1 point  (thawing for less than 3 seconds in a row)
- removed "glowing stars" from frozen effects for now...

Version 0.1(aplha9.2)
- removed Crosshair when frozen as it does not help anyway

Version 0.1(alpha9.1)
- removed bug where player/bot table sometimes show 0 health points of alive 
  players/bots with 100 health points

Version 0.1(alpha9)
- trimmed FTPawn and got hopefully most of the bugs removed (got rid of Thaw(),
  FreezeFrame(), ...)
- spectator camera and own pawn now in sync
- spectator cycle now also includes frozen team players
- when killed by the environment pawn gets frozen instead of killed and restarted

Version 0.1(alpha8.4)
- announcer sound for upcoming thawn event to frozen player

Version 0.1(alpha8.3):
- death caused by world (e.g. falling) now results in frozen state instead of death
- removed weapon tossing when frozen

Version 0.1(alpha8.2):
- overtime bug removed (not leaving spectator mode)
- added overtime announcement

Version 0.1(alpha8.1):
- finally removed spectator bug and missing weapon bug (hopefully)

Version 0.1(alpha8):
- when frozen during jumps pawns no more get stuck in mid air
  but fall to the ground on all clients and server.
- spectator bug removed (sometimes player got stuck in spectator mode)
- sound bug for ViewNextPlayer in spectator mode removed
- added spawn protection (sometimes pawns got killed when spawning at the same place)
- removed client side shoot animation when frozen
- removed HUD color bug for frozen health display

Version 0.1(alpha7):
- added Sounds for GetFrozen, Thawn, and ViewNextPlayer

Version 0.1(alpha6):
- added team respawn location (ported from BTFA@UT3)
- added Overtime Message
- added Thawing HUD Message

Version 0.1(alpha5):
- implemented In-Place thawing
- pawns now keep their weapons when frozen

Version 0.1(alpha3):
- removed bot's find enemy bug, where bots did not stop shooting on frozen players

Version 0.1(alpha2):
- removed 'moving pawn' bug, where frozen pawns continued moving in last moving direction
  (this happened only on client side; server always know the frozen position)

Version 0.1(alpha):
- first FreezeGUTS branch from the original "FreezeTag_B2" mod.

