GreedGUTS History
=================

Feature Wishes/Ideas:
=====================
- It should be possible to add more drop points in other game type maps (BR, CTF, DOM).
  Right now only the game type specific team points are replaced with drop points but
  none are added if number of drop points is specified higher and force random is off.
- In UT3 discarded skulls are highlighted for some limited time with some light effects.
  Could this be done in GreedGUTS, too?
- There can more screenshots for the ingame menu dia show ... should be used here too.
- Have a blue fire in the blue drop point base instead the red one (see CoreBreachTopDISC)
- Let skull shots cause splitting up red/golden skulls in golden/white skulls ...
- Let have bots be more greedy when playing deathmap matches instead of nearly instant 
  delivery.


Known Issues:
=============
- skull meshes still sometimes tend to overlap ... is there a 'right' way to prevent 
  the overlapping of inventory items ... 
- when the bots are near the drop point ... they sometimes do not seem too eager to
  deliver skulls. this could be enhanced.
- when bots are near a red or golden skull ... they mostly seem to ignore them and are as 
  eager to collect them as a white skull ...? thought I had that one improved earlier ...
- when players get killed in vehicles it seems that there is not always a skull drop.
  perhaps the pawns in the vehicles are masked by the vehicle or weapon pawn they are
  using which prevents dropping of the inventory.
- classic domination point decorations are not removed from the map. the maps are still
  playable though.
- sometimes UT crashes when loading all maps into the GUI table ...
- bots do some text2speech talking if they want to give some skulls to team players 
  ... have this exchanged by announcements or by console text only
- when playing GreedGUTS in DM maps sometimes depending on drop point placements there are 
  only team based player start points for one team!
- if in DM maps ... would be nice to spawn game objectives for the drop points ... AI now is
  directed using GreedGUTSAI/Squad...
- skulls might be exchanged by skull from DM-Grotto ... that one got more teeths ...
- scoring system needs rethinking ... in FFA the match ends when the goal number of delivered 
  skulls is reached ... but still the player with the highest score wins which can be made on 
  killing only ... not so greedy ... mmmh
- shooting rockets directly on skulls inflicts less momentum than shooting a rocket on the
  ground under a skull ... feels not right
- when MinSkullDrop is defined and player runs over drop point with less skulls than needed
  there is only 'denied' sound ... should be some hud message, too, telling player how many
  skulls are missing for a valid delivery


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


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

Version 0.67
- finally found the trick how to deactivate custom player beacon when travelling on the 
  server to another game type!! :-) ... no more beacons shown thru walls anymore!
- added function to calculate maximum number of drop points based on map size and number 
  of pathnodes. when setting number of drop points to 'zero' a random number up to the best
  maximum for the map will be chosen.
- exchanged console command 'buildalldp' and 'rebuilddp' by 'swirlup <number>'. if number
  is omitted a random number of drop points up to the best maximum will be chosen. if
  number is "-1" drop points are created at each path node (makes no real sense for game
  play and is mostly used for testing). added init of player starts to 'swirlup' command.
- added team color for console and HUD messages for deliveries, greedy players, etc.
- added number of drop points and minimum drop skull amount to scoreboard information.


Version 0.66
- added glossy shader to skull textures which makes them shiny as new :-)
- exchanged skull drop, pickup, and delivery sounds with Epics sounds
- implemented new algorithm for setting up random drop points in maps for team based games 
  and for FFA (i.e. team based regions, maximum distances, different randomized drop point 
  distribution)
- removed minimum distance option for drop points circumventing former errors when minimum 
  configured distance between drop points can not be realized
- added team free drop point in team game if uneven number of drop points is configured
  placing it in the geo-center of the map
- added console commands for testing and debugging 'spit', 'buildalldp', 'rebuilddp <number>'
- removed initial drop point list setups from game and hud in order to support dynamic
  rebuilding of drop point fields for testing
- drop point hud direction pointers in FFA is now based on the the bombingrun ball pointer
  because it does look better than the pointer before :-)
- added hiding player beacon when invisible as well as hiding from priority target list
  if carrying many skulls
- added option for minimum amount of skulls needed to make a delivery at the drop point
- changed GreedGUTSSquad::CanWinGame() to skull only counts for scoring 


Version 0.65
- fixed bug for UDamage duration calculation if picking up a golden or red skull
- added sound for shield top up when collected 5 skulls
- added ShootSkull option ... if set to true skulls will take momentum when shot at
- removed errors regarding the spawning of pawns, for example 'PATHS NOT DEFINED'. happened 
  only in GreedGUTS and non team based maps. added team based player start points.
- added default defense scripts when no other defense scripts are defined by the game type
  of the map, e.g. CTF Flags, Domination Points, BR Goals ... not sure if it works ... needs
  some more testing.
- removed some attributes still in there from the original Greed from Mysterial (e.g. 
  configurable bouncyness or damage multiplier for skulls, references to singularity, ...)
- changed some attributes, e.g. ambient light for the skulls ... it was too bright before,
  desireability for bots going for a skull now depends on the skull type (red=highest)
- streamlined color switch for drop points which was a quick hack before ... now the colors 
  for defending and attacking drop points are fixed (red defends red drop point and delivers
  at blue drop point and vice versa) 


Version 0.64
- added drop point base alignment with the ground its standing on, but kept the swirl
  orientation upright ... pitched swirls don't look so well ...
- changed 'Denied'/'Last second save' announcement to be played everytime when killed near
  the other teams drop point when collected at least 1 skull (was 4 skulls before). the
  announcements are only played for the killer and the killed ... not for the whole team.
  reduced the distance to the drop point for announcements.
- removed the bug where sometimes in online games some client hud did not show the 
  direction pointers.
- added kills\skulls counters to the scoreboard of the team greed like in the FFA 
  [feature wish from UnShame]

Version 0.63
- reduced dropped skull toss velocity and made it independent of players velocity.
- removed skull rotation thru hit explosion because it does not look good in online games
- every 5 skulls the shield is upgraded to at least 50 shield points [feature wish 
  from falvis]. number of skulls and amount of minimum shield is configurable.
- made the default map types to be displayed in the HackedMapListManager configurable 
  via ini file
- added direction pointer to the nearest drop point to GreedFFA [feature wish from UnShame]
  and do a color change of pointer and symbol when the nearest drop point changes

Version 0.62
- switched color coding for drop points: red team must protect the red drop point and must
  deliver skulls to the blue drop point and vice versa (same as UT3 color coding)
- added game option for multi skull delivery award - every 5 skulls +2 and every
  20 skulls +10 score points and adrenaline (team score still based on number of delivered
  skulls only without extra award player points) [feature wish from UnShame]
- added UDamage award: when 10 skulls are collected UDamage is activated for 30 seconds.
  amount of skulls and UDamage duration can be configured.
- limited the skull toss velocity and added EncroachedBy() for skull pickups in order to
  reduce the pickup overlapping chance if many skulls are in the game
- added sparkling effect on skull delivery to the drop point
- activated bounciness by default again and added bounce sound and random rotation
- removed suicide and team kill impact on team score ... now only skull delivery has 
  impact on team score (had been decreased with each team kill)
- removed PunishTeamKill and PunishSuicide options for team game
- added SKULLS section to FFA scoreboard removed bug for Score, Skulls, Kills, and Death 
  info in GreedFFA scoreboard
- added conditional relocation after the last skull delivery which does now show the 
  winner delivery before the relocation is performed ... more impressive this way :-)
- added screenshots and description for team and ffa mod for display in the in-game menu

Version 0.61
- exchanged swirl base which was the health powerup base with the powernode base
- added swirl base fire effect, center texture, ambient sound, and skull delivery sound
- added ini file options with game relevant parameters (goal score, duration, mercy,...)
- added game speed option and set default game speed to 92%
- pumped up the volume for the pickup sound [reported by Unshame & BingoBongo -> thx]
- added KILLS section to FFA scoreboard 
- changed scoring of GreedFFA to skulls only - suicides have no more impact on scores
  because it is all about skulls now
- added MercySpread info to GreedGUTS scoreboard but deactivated MercySpread by default
- removed bug where sometimes the relocation of the swirl drop points made the drop point
  blocked for delivery by some geometry (e.g. stairs in DM-Sateca) --> widened the 
  collision height
- removed text-to-speech for bots information about loose skulls lying around in the level
  now the information is just displayed on the console
- replaced broadcast 'denied' message with 'denied' and 'last second save' messages that 
  will only be received from corresponding players (and not all)
- added extra adrenaline for 'last second saves'
- added teleporter effect after drop point delivery and relocation

Version 0.6
- replaced domination rings for drop point decoration with nice swirl particle emitters 
  like known from UT3 greed drop points. swirls are added for red team, for blue team and
  for free for all game type (red-blue swirls).
- added greed drop point base static mesh which is dynamically spawned into the level.
- added calculation for placing base static mesh on the ground and moving swirls accordingly.
- added special handling for bombing run maps where bombing run gates are used as base
  instead of normal base for the drop point swirls.
- added rotation for drop points to the replication in order to align the swirl to the
  bombing run gate rotation.
- re-used drop points rotation.roll value for initial configuration of swirl particle
  emitters in order to handle the replication stuff in time.
- removed rubbish from GreedGUTS.ini file [reported by Unshame -> thx]
- added precaching textures and static meshes because sometimes HUD icons were not 
  shown. hopefully this is the solution.
- changed toss velocity for discarding skulls when killed. 1 point skulls are tossed with
  higher velocity than 5 point or 20 point skulls.
- removed all unsupported maps from UT2004 map list menu [reported by Unshame -> thx]

Version 0.54
- added player beacon for all players showing off their current carrying skull amounts.
- made player beacons (above pawns heads) visible for all players of each team in order
  to raise the greed... :-)
- removed bug where player beacons where shown behind walls. added beacon visibility 
  checks (beacon distance and fast trace).

Version 0.531
- changed mod name to GreedGUTS and GreedFFA in order to keep the original mod and 
  GreedGUTS in parallel on the system
- version (0.53)1: removed references from original texture GreedTex.utx to distribute 
  GreedGUTS all on its own without externel dependencies.
- added support for golden and red skulls with different sizes representing different 
  skull amounts (golden=5 skulls, red=20 skulls)

Version 0.52
- opened branch from Mysterials Greed
- added skull mesh, texture, pickup sound, and skull hud icon
- changed scoring to number of skulls only for team scores (no kill points on team 
  score ... only for players)
- added drop point delivery announcements to all players
- added relocation after drop point delivery
- removed bug where player wouldn't loose his own skull if he was already carrying others 
  skulls (remark: depends on CreateInventory() which does not seem to add another item
  to inventory if item class already in ...?? -> removing all items before adding new one)
