;
; Tactical Ops
; - http://www.tactical-ops.net
;
; History
;


* Tactical Ops Beta 1.2 - Public release (21st July 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

. Weapons
  - Weapons firing rate tweaked.
  - Desert Eagle damage increased.
  - New hands model by Warflyr, skins by Butcher.
  - New MP5 Navy with silencer, new Glock, MAC10, m3 benelli, Mossberg, Ingram MAC 10, p85 sniper rifle and knife weapon models.
  - New hands (and animations) for DE, PSG1, Ak47, HK SR9 and grenades.
  - New weapon fire modes system, there is a new key to bind for that in the mod menu. (Glock has Single Shot and Burst fire, MAC 10 Full Auto and Burst Fire, MP5 Navy Full Auto - Burst fire and single shot, M4 Colt Carbine Full Auto and Burst fire, FAMAS Full Auto - Burst fire and Single shot)
  - New rotating muzzle flash for FAMAS.

. GamePlay
  - Core gameplay rewritten. Nice performance increase.
  - UT gametypes supported, you can now play DM, LMS, TDM, Assault, CTF and DOM with Tactical Ops weapons ! :)
    (Weapon selection keys not bound correctly yet).
  - New Player model skins: Krazy Ivan and Walker (Terrorists), Carter (Special Forces) and Hostage thanks to Butcher.
  - You can now only carry a grenade at a time.
  - Dead players can only talk to dead players. 
  - Changing team always kill the player, except during Briefing.
  - Money awarded: Each round each team is given $1000 instead of $500.
    Loosing team is now awared $1000 instead if $800.
    Rescuing a hostage: $700 for player, $300 for team.
    Evidence award: $250
  - Messages color: green = all, blue = special forces, red = terrorists, grey = spectating
  - Player Dodging removed.
  - Added UT 'Last man standing' gametype support.
  - buy aliases, thanks to Michael "IvanTT" Sanders, read README-s_kAmmoAuto-Aliases.txt
  - weight system. Slows player down depending on the current weapon's weight, special items carried (such as cocaine) and armor. (Disabled with UT gametypes).
  - Blood trails. When wounded you will leave bloodtrails depending on your health.

. Mapping
  - Updated maps: SW-Avail, SW-CargoShip, SW-OperationSkynet.
  - New maps: SW-Subway, SW-RapidWaters.
  - Removed maps: SW-Labs, SW-HomeAlone, SW-Ghetto.
  - Movers and triggers reset everyround: breaking glass, lights, exploding walls...
  - s_ZoneControlPoint enhanced. It's now a colliding actor, be sure to set Collision Height and Collision Width to the 'zone' size.
    2 actors of this class MUSN'T INTERSECT in the map. Check TO_Mapping.txt.
  - Custom player footsteps sounds added. Read TO_Mapping.txt for more details.

. Bug fixes:
  - Player models floating in Escape scenario. 
  - Current weapon thrown when you couldn't buy a new one.
  - Invincible bots fixed.
  - Skin detail is not set by world detail as it used to be.
  - Glock, Grenades and Carcass were not removed at end of round.
  - Green arms in UT game types.
  - Player dodging fixed. Now disabled.
  - Armor bug fixed.

. Network bug fixes
  - New Server tab.
  - Nightvision now works in Network.
  - Ladders usable in network. 
  - nightvision bug fixed.



* UT S.W.A.T. Beta 1.1 patch (18th June 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

. Maps: SW-Avail BSP hole fixed, sorry about that.

. Weapons
  . PSG1 power increased.
  . MossBerg Shotgun and Ak47 effective range decreased.

. GamePlay
  . SWAT skins removed: Sheriff and Sherman.
    SWAT players are all blue now, there should be less problems.
  . Player speed is now 85% of the old speed.
  . Player aiming decreased when moving / jumping.
  . Money awarded tweaked:
    . $500 for each round
    . $1500 for winning
    . $800 for losing

. Server bug fixes
  . No more crashes when map changes.
  . You can finally hear the other players shoot and reload.



* S.W.A.T Beta 1 release (17th June 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* big day ! *



* S.W.A.T Pre-beta 1 release (10th June 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

. Weapons:
  . HE Grenades. Modeled by ?? , skinned by ?? , animated and exported by Warflyr. (finish)
  . HK SR9. Modeled animated and exported by Warflyr, skinned by ??
  . Ak47. Modeled by SlickRick, skinned by ??, animated by DarkHorse, exported by Warflyr.
  . Glock21. Modeled by ??, skinned by ??, animated by DarHorse and exported by Warflyr.
  . HK PSG1. Modeled animated and exported by Warflyr, skinned by ??.
  . A lot of World views models !!
  . Tweaked weapons fire rate, wall piercing, damage.
  . Removed old SR9 PSG1 weapon.

. GamePlay:
  . New Hostage skins by GanjaMan !
  . Keys to select weapons.
    1 = Knife, 2 = pistol, 3 = sub N shot, 4 = rifles, 5 = Flashbang, 6 = Concussion, 7 = HE 
  . Weapons separated in Classes in Action Window.
  . When you buy a weapon, if you already have a weapon of the same class, it'll be thrown away. 
  . New Key to Display Objectives in-game.
  . Hostages have a few new sounds, and messages are displayed.

. Maps:
  . Enhanced s_Raindrop class to support sprites and 3d models. Also tweaked the variance to allow HUGE rain storms :)
    You can also change the speed.
  . TriggerLights are now reset every round.

. Bot code:
  . Hostages weapon aiming is poor. But some of them may still be good :)
  . Bots can buy more weapons.
  . Fixed bots a lot.

. Bug fixes:
  . When escaped sometimes Bots were still chasing you. (check)
  . Ammo for MossBerg shotgun in Action Window.
  . Weapons are not set anymore when picked up
  . Bots can now pickup MossBerg, Desert Eagle and Knife.

. Network fixes:
  . Nightvision (check)
  . Money



* S.W.A.T beta 1 Internal release 10d (4th June 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

. Weapons:
  . New reload sounds by Ze_Mad.
  . MossBerg shotgun modeled by SlickRick skinned by Vassago and Animated / exported by Warflyr.
  . New fire sound for the HK MP5 by GanjaMan.
  . New MAC10 world view model. Modeled by SlickRick, skinned by Vassago and exported by Warflyr.
  . New Desert Eagle world view model. Modeled by Warflyr, skinned by Galen and exported by Warflyr.
  . Ballistics fixed with movers.
  . Ballistics faster in Network.
  . New Knife modeled, skinned by SlickRick and animated / exported by Warflyr.
    Sounds by Ze_Mad. (Note that UT Player models do not have 'slashing' animations).
  . HK SR9 PSG1 zoom more powerful and bullets faster.

. GamePlay:
  . Players speed is now about 90% of the old speed. And they can jump a little higher.
    Falling height tweaked to be more realistic
  . Client option to enable / disable widescreen. (Camera angle still enlarged).
  . Climbing Ladder speed slightly increased.
  . New Evidence, Special items and Escape zone HUD icons.
  . 'escaped' players shown on scoreboard.
  . New 'Marijuana' evidence, modeled by Junky and skinned by Warflyr :)

. Maps:
  . s_Triggers are partially reset every round.
  . You can now set bObjectiveAccomplishedToggle to any objective. 
    To allow the Objective not to be accomplished if done an even number of times.
    (more details in mapping doc). 
    !! can't be done unless every SWATLevelInfo is removed from every map then re-added :( !!
  . s_RainGenerator class by [DM]Matryx.
  . New map: SW-Hideout by GuyB.
  . Updated map: SW-Ghetto by Dr.Crowbar.
  . 3 new Objective types available: (Check out mapping doc)
    . O_CollectSpecialItem - (Only special item available now: Cocaine) 
    . O_Escape - (Escape to nearest s_ZoneControlPoint - bEscapeZone) 
    . O_CollectEvidence - Go to Evidence and collect it.

. Bot code:
  . Fix with round winning.
  . Bots can now be ordered to Attack. (No orders from Players nor bots yet).
  . Hostages speed slightly increased.
  . Bot code slightly faster.

. Network fixes:
  . Items bought client-side and never updated.
  . No more money problems should occur. (feedback needed though)



* S.W.A.T beta 1 Internal release 10c (?)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

. Missing textures for CargoShip and SuperMarket maps included.

. Weapons:
  . Firing system recoded. Faster and works in Network.
  . Damage tweaked to balance weapons.
  . More smoke added :)
  . new FAMAS weapon added !
  . new Desert eagle fire sound.

. GamePlay:
  . Server-side option to disable realistic damages. (Damages / 2)

. Bot code:
  . Fixed attacks (less hesitation).
  . Bots can buy ammo when they want to.
  . Bot code way faster :)

. New server-side options to improve (network) performance:
  . Disable Ballistics - Uses maths instead of Projectile actor. Faster, but not as cool :)
  . Reduce SFX - Reduce in-game effects like smoke.

. Bug fixes:
  . Bot configuration was saving its default values in the UT config (TeamDeathMatch).
    You can now correctly set the number of bots (and min players in network).
  . Killing team mate now results in a $300 and 1 score point penalty.



* S.W.A.T beta 1 Internal release 10 (monday 8th may 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

x Gameplay updates:
  - When a player dies he now drops ALL his weapons.
  - Other team members 'Live Feeds' added when dead with full HUD support. 
    Use Left mouse button to scroll through available players, right mouse button 
    zooms in and out. The Duck key + Right mouse button allow to move up/down.
  - Ghost mode has been enhanced to be more like a movie. 
  - Evidence reward set to 500$ 

x Misc.
  - Added many news sounds by our sound engineer Ze_Mad and some new voices by Eastern voodoo !
  - New Terrorist skin by Warflyr and 3 new SWAT and 1 Terrorist skins by GanjaMan !

x AI updates:
  - New Bot objective code !
    Mappers can now set a great variety of objectives type in their maps.
    Each team can have a maximum of 10 objectives with priorities, they range from going 
    somewhere to trigger a target and rescue hostages !
    Check out the mapping doc to find more about it. 

x HitLocation now Drawn on HUD (not quite visible though).

x Weapon updates:
  - Weapon's recoil added.
  - 4 'weapon classes' have been created:
    . 0 - Items (grenades, C4, binoculars, ...)
    . 1 - Pistols
    . 2 - Sub Machine guns and Shotguns
    . 3 - Rifles and Heavy machine guns
    You can only carry one 'weapon class' at a time, except for Items
  - Buy Ammo in the Action Window has been reworked.
  - New HK MP5 Navy animations by Warflyr !!
  - HK SR9 PSG1 model is back in the game. (no pickup 3rd person view version)
  - New Colt M4A1 model by Warflyr and skinned by Galen ! (no pickup 3rd person view version)
  - New INGRAM MAC 10 model by SlickRick, SkinMeshed, Animated by Warflyr
    and skinned by Vassago ! (no pickup 3rd person view version)
  - New Desert Eagle, modeled by SlickRick, skinned by Vassago, skinmeshed and animated by Warflyr.
  - You can toggle on or off crosshairs display in the mod menu. (without is more intense ! :)

x Map updates:
  - HUGE map classes update !! Read the mapping doc, some classes will be removed in next ir.
  - Classes that will be removed in next ir: 
    s_AttackPatrolPoint, s_HostageControlPoint, s_HomeControlPoint, s_DefenseControlPoint
    Remove them from your map now !! :)
  - TimeTriggered movers are now reset every round. 
  - new maps:
    . HomeAlone-Tutorial (example of bot objective code).
    . SW-WeaponsBazzar by Spinex.
    . SW-Ghetto by Dr.Crowbar.
    . SW-CargoShip by Flux and Melsidore (no bot support).
    . SW-SuperMarket by ZeMad.
    . SW-TempleOfNexor by Celtan (no bot support).

x The usual bug fixes:
  Action Window bug should now be fixed !, Bots don't go for pickups they can't get, 
  ScoreBoard sometimes not displaying right

x Network bug fixes:
  PreRound now correctly displayed.



* S.W.A.T beta 1 Internal release 9 (Tuesday 4th april 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

x Gameplay updates:
  Players now drop money when killed. You will drop 1000$ if you have more than 2000$, or half of your money otherwise.

x AI updates:
  Bots can now buy weapons.
  Improved bot aiming.

x New beta weapon: HK MP5 Navy with its 3 fire modes ! (FullAuto, 3RoundBurst, SingleFire).
  Removed minigun and SR9.
  All weapons enhanced.

x Money gain/loss is now drawn on HUD aswell as Armor (Helmet, Kevlar, legs).

x Map related:
  New beta map: TrainStation by Tobbe 'Ebbot' Ahlen.
  s_Zone, s_TriggerLight, s_LightSwitch removed. 

x New money pickup and Evidence 'bundle of money' models.

x The usual bug fixes:
  Support for the 413 patch (required), Carcass bug that caused Viewport to be separated from player, 
  Bot moving during PreRound, Selection related problems (weapondown, config...), Round restarting forever,
  Bot skill was always 'Novice' :)

x Network bug fixes:
  Restart round freeze, Buy ammo key not working, ScoreBoard accessed none, LaserDot not working on clientside.



* S.W.A.T beta 1 Internal release 8 (sunday 5 march 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

x Gameplay updates:
  Each player can carry more than one Evidence.
  Player drops Evidence when killed.

x Ballistics simulation system implemented.
  It includes wall/player piercing, projectile speed, maximum range, age and power.
  We included a temp M16 (currently Minigun) to try it out. Make HomeAlone look like cheese ! :)

x Red laser dot added. Currently replaces the Enforcer AltFire mode.

x Map related:
  No longer supported classes: s_Zone, s_LightSwitch, s_TriggerLight. 
  Remove these from your map(s), they will be removed in ir9.
  New Classes: 
  * s_SWATLevelInfo (required by all SWAT maps, and defines the scenario).
  * s_Trigger (New Trigger that supports the 'Use' key).
  Check out the reference.

x Pre-Round breifing added.
  During a variable amount of time a Briefing is displayed. it covers the scenario and the
  multiple objectives for your current team.
  You will only be able to buy weapons, upgrade kits and ammunitions (you can't move nor shoot).

x Ammo system recoded from scratch. It's more realistic now, you don't count the bullets you have left
  but the clips. When you reload, you throw the current clip (and any bullets it contains), to insert a
  brand new one.

x Nightvision now works in Network !!

x SR9 beta weapon model by Warflyr included. (Experimental).

x Other fixes:
  PlayerSpectating collision size, Bot AI fixed with weapons/ammo purchase, Player spawning location bug
  fixed.



* S.W.A.T beta 1 Internal release 7 (monday 21 Feb 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- Gameplay improved !
  Evidence is randomly spawned around the level (could be drugs, money, etc.) 
  You may only carry one piece at a time.  This will award money for your team.
  Money rewards:
  EvidenceAmount	= 1000 	- The whole team gains this for a SINGLE piece of evidence.
  LostAmount 		= 1000	- The loosing team is awarded this amount.

  GET THE EVIDENCE!  ITS WORTH IT!!!

- Greatly improved Bot AI !
  (S.W.A.T can rescue hostages, assault the terrorist base)
  (Terrorists can defend their base, set citizens as hostages)
  (Both can go to the closest buy zone to buy ammo, kevlar and helmet if needed)
  (Mappers: See References, maps need new NavPoints)

- Useful debuging system.
  This can help mappers with vents, ladders, zones, bot AI and general map testing.
  Type 'debug' in the console to switch it on or off.
  Also typing 'endround' will restart the round. (server side only).

- Light switches have been implemented.
  You can control multiple lights with multiple light switches using the Use key.
  See the References to find more about it.

- Ladders have been rewritten from scratch.  It has been greatly improved to aid mappers.
  See the References to find more about it.

- Included SprayPaints with the help of [DM]Spawn. 
  Still needs to be improved but it works quite well.
  A key needs to be bound for this.

- Speedy Action Window
  Removed the 'slide' effect; it now appears instantly.

- SniperRifle zooming bug should be fixed.
  Get to me asap if there's any problem with it.



* S.W.A.T beta 1 Internal release 6 (monday 7 Feb 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- A lot of work on the gameplay has been done, especially on the rescue hostage scenario.

  Rescuing all the hostages (with 1/4 loss tolerated) results in a win for the S.W.A.T team.

  Here's the money awarded:
  KillPrice=300		When you kill a player
  WinAmount=2000  	When you win the round (to whole team)
  LostAmount=1500  	When you lose the round (to whole team)
  KillHostagePrice=-850 When you kill a hostage
  RescueAmount=400 	For each hostage rescued
  RescueTeamAmount=200 	For each hostage rescued (to whole team)

- Ladders are working !!!!

- Improved hit location ( head, body, legs support helmet, kevlar vest and thigh pads).

- Added S.W.A.T server browser.

- Added basic radio system.

- Full network support for hostages and slightly improved bot AI.

- Added night vision goggles.
  Doesn't work in Network yet.

- Improved Scoreboard's K.I.A detection.

- Fixed bug in weapon code, weapons wouldn't reload if needed when buying ammo.
  If the SniperRifle shoots twice it's because we used the second animation as the reload animation.

- Tweaked Sniper Rifle.

- The default round duration can now be set in the settings tab, and saved into s_SWAT.ini.

- A lot of bug fixes, as usual. 
  S.W.A.T is getting more and more polished.



* S.W.A.T beta 1 Internal release 5 (Sunday 30th January 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- Crouch in vents passages now work !! 
  Next step are ladders ;)

- Action Window replaces now the SpeechWindow, you don't need to bind a new key, and therefore
  doesn't bug when you try to close it !

- Subclassed SniperRifle as S.W.A.T weapon. Changed crosshair with a new one, and changed zoom type.
  it kicks ass ;)

- Remaining round time is now displayed in spectator mode.

- Added death messages on HUD.  (Ala Half-life)

- Fixed Scoreboard. (Misaligned text).

- A lot of client / server bugs fixed.
  still left: s_kUse doesn't work with hostages on client side.

- Now startpoints are working. they are set as follow:
  0 : Terrorists
  1 : S.W.A.T
  2 : Hostages
  Normal DM maps don't work very well and weird things happen (telefragging). 
  we're now in need of SW-??? maps !
  We currently only have SW-Test.unr, a small map, with few nav points, so bots are extremely stupid.
  But Zones, startpoints and vent passage are there. 
  Mappers, you know your mission ;)

- Zones now work.
  They're even showed in the scoreboard as player location, and in the HUD with special icons.
  In the maps set the ZoneInfo.LocationString.ZoneName to:
  - "s_CT_HOME" for CT home base.         (allow ammo/weapons/items purchase and rescue hostage)
  - "s_T_HOME"  for Terr home base.       (allow ammo/weapons/items purchase)
  - "s_CT_BUY"  for CT Buy zone.          (allow ammo/weapons/items purchase)
  - "s_T_BUY"   for Terr Buy Zone.        (allow ammo/weapons/items purchase)
  - "s_RESCUE"  for Rescue Hostage point. (allow rescue hostage) (only showed on CT HUD)



* Internal release 4
~~~~~~~~~~~~~~~~~~~~

- New CT / Terr and Hostages temporary skins made by Wolf Blackstar (except Hostages).
  really nice until we get new models.

- Clients now display correctly the remaining round time.

- Fixed a bug that left the TimeLimit at 0. Therefore the game would end when a round is over,
  and change level :(
  Also fixed a little bug that caused some "draw game" loop, and multi win messages.

- New Config Window ! you now configure the keys on the main screen 
  click the menu MOD/SWAT Beta 1 Config. So now clients can configure their keys.

- New SWAT Window graphics.

- Player gets killed when changing team while being alive.

- New HUD and scoreboard. still a lot to do there though.

- Sniper crosshairs test (3 of them). See them using the NightVision toggle key.

- Hostages have been implemented you can randomly spawn them using
  the appropriate key. When pressing the use key near a hostage, he 
  will follow you. Some hostages will pickup weapons (usually when they're 
  shot) and will use them against his enemy team (default=terrorists) and 
  the ones who are shooting him (If you're in his friendly team he will accept
  a few hits before shooting back). Hostage have to be spawned on the server

- You can rescue hostages via the action window, and make them throw their 
  weapon if you're friendly with them.

- The hostages will bug with the default unreal weapons please only use enforcer
  and flakcannon (shotgun), which have been subclassed as SWAT weapons.

- The Ammo for the akimbo enforcer is bugging, but i don't care since it will
  be corrected with OUR akimbo guns ;) (ala john woo !!)



* Internal release 3
~~~~~~~~~~~~~~~~~~~~

- Many bug fixes in Server/Client mode. Everything should work fine, except maybe the reload weapon. 
  Feedback on this would be great.

- Removed Desert Eagle. Caused 13mb log files in 5mins and mod is now 600k instead of 1,2mb.

- Rechanged player models. some texture bugs, but will be fixed with new models.

- Now checks that you can't buy weapons/ammo if you are dead.

- Added Changeteam in new speechwindow.



* Internal release 2
~~~~~~~~~~~~~~~~~~~~

- Working on the SpeechWindow to allow Weapon/Ammo purchase. Almost done. In fact we need to change gfx,   
  add the real weapons name, and a little fix with the next UT patch release.
  Added change team support. Will also support change player class soon.
  That window in the future will also allow to give orders to players/bots/NPCs

- Flakcanon has been modified to try the weapon buying (name is benelli shotgun), ammo and money 
  support.

- Player classes done. we need models to complete full animations and handling.
  same for bots and weapons.
  ** Special thing: All players will have the same anims and textures reference, only the mesh and 
  texture file will change from a CT to a Terr. This is inportant for modelers, they have to keep the   
  same texture reference and animations sequences (order, length, name).	

- Tweaked the menus, we need some better gfx though.



* Internal release 1
~~~~~~~~~~~~~~~~~~~~

- Removed all weapons and powerups at the begining of each round. There's a bug when holding 2 
  enforcers, 
  but that weapon will be kicked out as soon as we get models.

- Working on Scoreboard replacement. Currently show all players and add a little [KIA] next to dead ones
  Needs to be relooked with better graphics and fonts.

- Gameplay done, introducing Rounds.
  Currently when a player dies, he goes to spectator mode until the round ends.
  A Round currently end when a team is exterminated or the Round time limit is over (5 mins)
  Match time has been set to 15mins.
