FILENAME: 
             Fritz3_1.00.zip -or- Fritz_Fueldump_eu_Beta1.50.4.zip //your pk3 filename in the fritzbot directory
REVISION:    
             1.50.4 //branch from fueldump 1.50
RELEASE DATE: 
             09-10-2009 
AUTHOR:      
             the bindlestiff and CrapShoot (and porting/changes 420 Blunt, TomTom)
DESCRIPTION: 
             For FritzBot Mod (0.7c) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map fueldump_eu.

	     Waypoint to port fueldump waypoint 
		to fueldump_eu (new-textures by Berzerkr).  
		Initial 1.00 port (just renames) done by 420Blunt.  
		Version of original fueldump waypoints are from the final patch Oct 2006.
	     
MAP LINKS:   
	     Mappers Site:
		http://wolfmap.gameprophets.com/european-style    (file: fueldump_eu_b2.zip)
 
	     


USAGE:       
             Find the map on the web and place the mapfile fueldump_eu_b2.pk3 into 
             the directory \etmain.  Place this file Fritz3_1.00.pk3 (or Fritz_1.00.pk3) into the 
             directory created by FrizBot (\fritzBot) overwriting any older versions.

             Select from the Start menu the map fueldump_eu 
                  -- OR --
             Open the console (`) and type  
                  \map fueldump_eu
                  -- OR --
             Create a short cut like (adjust path as required)
                 "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 2 +map fueldump_eu 


             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
  13725   09-10-2009  08:56   bots/scripts/fueldump_eu.aiscript
  41031   09-10-2009  09:17   bots/maps/fueldump_eu.nav
    196   09-02-2008  07:36   bots/nedd3h.bot

    948   09-10-2009  09:42   configs/fueldump_eu.bots
    108   21-09-2009  15:42   configs/fueldump_eu.cfg

          10-10-2009          README-_fueldump_eu_rev1.50.4.txt

  126181  09-10-2009  19:21   maps/fueldump_eu.script



CHANGES:
	1.50.4 Branch release by TomTom October 9, 2009 (i.e. not to be confused with fueldump rev 1.50.3)
		| \ \ \  * * * * * * * * * * ** * * * * * * * * * * * * * ** * * * * * * * * * * * * * |
		|  > > > * WARNING: aiscript is at 128 STATEMENT LIMIT!!! MAKE EDITS CAREFULLY * * * * |
		| / / /  * * * * * * * * * * ** * * * * * * * * * * * * * ** * * * * * * * * * * * * * |
	     - corrected node team at team door going to roof ladder of depot building
	     - Added fake dyno and satchel at west side defenses so Allied engr bots will continue
		to dynamite that side even if the last second defuse bug makes the bots think 
		the west side construct (106) is not built.  This does not fix the issue for 
		the axis bots who will congregate there.  Thyis will also make the Allies favor the 
		west side access.
	     - Added print waypoint rev to console in map script
	     - added a couple of smoke actions
	     - made the satchel operable from either side of the west side defenses
	     - With the exit from the fuel tank area along the top of the back wall testing with good 
		yield, and the dual side satchel at the west, there can now be supporting camps inside 
		the fuel tank area (allied medics and cvops, 1 camp, 1 snipe) plus a class limited roam.
	     - moved the west side dyno to a slightly more protected spot, different closenode,
		plus alternate round the trees path and routing.
	     - Now cvops may route to outside the team door in the depot.  If they have a uniform then 
		they should likely take the roof to the fuel tanks, if they are not in disguise then 
		they will descend and satchel the west side from outside the fuel tank area.  There is no 
		way to route conditional on whether they have a stolen uniform. so this is the best I can do.
	     - added allied mobile mg42 camps for after the side wall blown
	     - added axis mobile mg42 camp to cover sneaky humans coming through the sewers and 
		aggressive one when tank is in tunnel	
	     - Axis engineer bots will now act to build west side defenses earlier 
		(east side left for later on purpose) as well as 1-2 more mineplants in the depot.  
		Aim is to slow down sneaky humans and give allies a better chance to get over the 
		river and into the tunnel.
	     - sidewall path mine plant active for an extra 20 seconds.
	     - Still heavily favors axis so I reduced team size back by 1 bot per team
	     - many other minor changes
	1.50.1 Branch released as beta by TomTom Sept 24, 2009
		from (1.50)  - Fueldump version released in Fritz1_1.00.pk3 by the bindlestiff
		NOTE: we are near the 1024 navigation node limit!
	      - Corrected incorrect action_ent numbers on bridge dynos and fueldump dynos (bug in 1.50).
	      - corrected Panzer zombie due to actionGroup 22's camp activated by goal 0 (bug in 1.50)
	      - Corrected mine plant actions to have radii big enough that mines could be inside
	        so number planted will likely correspond to action_ent

	      - added one mineplant active after grate is blown to slow down 
		 or kill any human cvop/engr pair sneaking by.	
	      - Added a way out if a bot gets trapped inside when the fueldump defenses get built 
		(to be tested)
	      - Added some colector node and some radii cleanup
	      - Added mobile mg camp on fuel dump depot roof
	      - Aimed fieldop camp over sidewall to check all windows (roam)
	      - Added non-camp fixed mg actions at first 2 Allied road mg nests.  
	      - Added minor construct for Allies road mg near H&A hut,
		 Added class restricted camp where the non-camp mg action is. 
		 Because of aiscript issues action type can't be a camp since it is goal 0 activated
		 I am experimenting to see  if type 1 mg actions can be active when mg isn't built
		 Please report anything funny at this location (if any)

	      - Added nodes and connections in Allied H&A hut so that bots entering bounce off them.
		added sniper camp at window inside for early fighting
	      - Some style-only-changes for event actions
	      - Nodes added for camp-abled little hill at backway from allied tunnel spawn to CP
	      - Nodes At H&A in Allies HQ CP Garage so 2+ bots should use them after respawning.
		various other tweak in Garage for new door floor triggers
	      - Added more aimlinks, and aim action types to various points. closenode tweaks
	      - some connection tweaks for faster exit in to tunnel from spawns
	      - Extra nodes in initial allied spawn hut to slow down bots getting to the openings
		and collector nodes by door to peel off stuck bots
	      - Added satchelling of axis CP in first half of match
	      - Aiscript changes:
		Reduced botsight to distance about half way over the bridge from the tower mg 2850
		(still 14% higher than pre 1.50 version)
		File was crashing (overmax size of 128 statements). 1st I removed unnecessary IF_...s 
		on node_connects and some action group activates, but that did not stop the crashing, 
		so I changed some paths around the second mg tower, moved action 55 into group 7 etc, 
		so that I could remove a small number of statements.  That allowed me to add in the 
		Axis CP satchel, Panzer grp 22 and Ammo/heath hut actions.  Some cleanup as well.
		NB: AISCRIPT IS MAXED OUT, ALL FUTURE ADDITIONS MUST BE MATCHED WITH CONSOLIDATIONS
	      - Script file changes:		
		 Corrected sign error on 2 scripted allied CP hq spawn origins 
		  and commented out 2 other spawnpads so there are still only 6
		 Shifted the hq spawns back one position to be closer to H&A
		 Changed which spawnpads filled first (closer to CP)
		 Added garage door floor triggers to open for bots all sides
		 Added balance test cvars stuff
		 Added print waypoint rev
		 Added 2 extra tank position fake func_explosives
		 Tested for dynamite planted event at fuel (won't work, not a construct)
		 Removed faketoi's trigger_objective_info as not needed and I have sometimes 
		  seen stability issues in other maps when there are 18 tois. 
	       - Bots file changes:
		 Replaced the 3rd fieldops with an extra engr for axis and acvop with sten for the allies
		 Hobbit and pierre appeared twice in file so FritzBot was substituting with other cvop bots 
		  (changing the weapon too).  I think we should document this as a feature sort of 
		  constrainned randomness, once we can empirically show it behaves as observed.  
		  For now I have changed the duplicate bots' names to avoid that variation in weapons.


	1.00  - Initial Port (rename) of fueldump waypoints, 420Blunt, 2008
	      - used a mix of waypoints fron final-patch fritz0.pk3 and first waypoint pak fritz1_1.00.pk3 !

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70c (0.70b final beta with keyword fix beta added, optional)
         (1) Map did not change shader properties for water (previously ice) so its slippery and no splashing. 
	 (2) WARNING: NO MORE TRIGGER_OBJECTIVE_INFOS MAY BE ADDED (18 is absolute max), 
	     SO must reuse other ones (H&A) IF more scripting is needed
	     Can't script dynamite planted event on fuel so I can't prevent bots building the defenses
	     when dynamite is planted
	 (3) bots do not understand multistage construction 
	     so half built bridges treated with less intelligence than humans
	 (4) Fritzbot can't easily handle cases where one toi targets two different constructions 
	     so second mg tower/road mg is only handled as axis mg tower.
	     Cases of Human Allies building that road mg might not be handled well.
	 (5) Bots can't respond to humans who sneak past to plant dyno before the main gate 
	     is blown.  Unfortunately defuse actions need a dyno action to be active at the same time.
	     And planted event can't be scripted either in this case.  
	     But then it is almost impossible for Humans to get to defuse unless they are close by.
	 (6) I have sometimes seen a bunch of Axis engrs standing by the just constructed defenses.  
		Further testing of a persistant case showed it was last second defuse bug related.  
		Part fixed,added workaround for west side only
	 

TO DO:  Stage 2
	(1) Review and test
	(2) find a better way to handle the 2nd mg tower/road mg nest. 
	(3) add more camps?
	(4) more routes?
	(5) balance testing (favor Axis, heavily?)
	(6)


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER i.e. Splash Damage (Sock) and Berzerkr (GER) (for new textures).
Accordingly this work and any work derived from these files must include and 
respect the original copyright(s). (where applicable)

All copyrights and trademarks are the respective property of their owners.
Original Map and script file by Splash Damage (Sock)

See www.splashdamage.com for their terms of use.
-----------------
Berzerkr's readme.txt:
All credits go to:
SplashDamage (www.splashdamage.com)
European Sytle Project (http://wolfmap.gameprophets.com/european-style)

------------------
textures copyrights;
Credits:

A lot of people was involved. To list everyone in the readme would be to much.
Take a look at http://wolfmap.gameprophets.com/european-style/credits.html for a list of all people.




Copyright  2006

This modification may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS MODIFICATION TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.