FILENAME: 
             Fritz_saberpeak_final_beta0.91.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             0.91 //beta
RELEASE DATE: 
             beta only (on-going testing)
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map saberpeak_final.  

             This is the ongoing wip for the saberpeak_final project. 
MAP LINKS:
	     Mappers site:
	     http://home.comcast.net/~saberpeak/website/bin/saberpeak_final.zip
             Other sites:
	     http://www.wolfmap.de/details.php?file_id=531
	     http://www.seashadow.it/listing/etmain/saberpeak_final.pk3
	     http://www.etmaps-test.de/etmaps/maps/saberpeak_final.rar (deadlink)
	     http://www.enemyterritory-stuff.net/maps/saberpeak_final.rar

USAGE:       
             Find the map on the web and place the mapfile saberpeak_final.pk3 into 
             the directory \etmain.  Place this file Fritz_saberpeak_final_beta0.91.pk3 into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map saberpeak_final [or the campaign saberpeak_final_3...]
                  -- OR --
             Open the console (`) and type  
                  \map saberpeak_final
                  -- 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 saberpeak_final 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign saberpeak_final_3

             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
   6152   11-09-2009  08:27   BOTS/SCRIPTS/saberpeak_final.aiscript
  29797   11-09-2008  08:28   BOTS/MAPS/saberpeak_final.nav

    604   28-07-2009  10:42   CONFIGS/saberpeak_final.bots
    118   28-07-2009  10:45   CONFIGS/saberpeak_final.cfg

          11-09-2009          README-_saberpeak_final_rev0.91.txt

  64469   27-07-2009  03:43   maps/saberpeak_final.script

    477   12-05-2007  04:01   SCRIPTS/saberpeak_final_3.campaign
    603   12-05-2007  04:02   SCRIPTS/saberpeak_final_9_test.campaign


CHANGES:
	 0.91 beta  - by TomTom Sept 11, 2009
	      - tweaks for Nedd3h (thanks for the feedback)
	      - Added Major_construct 163 at CP to push Allies to build/rebuild the CP (priority shifting)
		until they gain access to the sub by the side wall or main door.  
		This higher priority construct is active for 60 seconds after each time 
		the CP is damaged so engineer bots won't ignore fixing the boat.  That timing 
		should give the spawning allied engr bots time to build without drawing engrs 
		off the boat too often.  Also the sidewall dyno defuse enable is delayed 30 seconds
	      - found and fixed an isolated node at an aim action (must have hit my 2 keybindings at the same time)
	      - Added a parallel path for the allies to the boat hut and moved allied camp #15 
		to a closer and more aggressive position.
	      - Tried to camp a panzer closer to the CP middle mg but the bot can't reach it 
		in time so I added one allied sniper #162 on the ridge beside the ammo instead.
	      - added more right flank allied positions (beside ammo area) to the routes (#5,6)
		from the initial allied spawn
	      - Put an allied Panzer camp #161 on the porch of the boat house.  
	      - Increased botsight by 0.9% NO further increase likely as engr bots have a 
		hard time repairing the boat under fire.
	      - better exit from water at boat's first turn, into the bay.
	      - Just a few radii tweaks and new connections
	 0.90 beta  - by TomTom July 28, 2009
	      - Too many changes to count
	      - found and eliminated some classes' "no goal" cases
	      - Found two gaps in connections (boathouse and resort), 
		and (bugfix) a jump down that still had the impossible up-connection 
	      - Increased botsight so bots can just see the boat as it passes bunker (up 29% thanks Nedd3h)
	      - Added a node and changed connects/disconnects at old dock to handle two problem boat spline positions
	      - Changed diagnostic announcements about boat position into unique game chatter, 
		other diagnostics shifted to console print only 
	      - Added new paths on roofs, ladders, near the ammo, in front of bunker, in resort, 
		arround the Sub etc.  Lots of new connections etc. Other radii and node flag tweaks too.
		Bunker spawn nodes to decrease beach exit side doorway bottleneck.
	      - Added mine plants, mine hunt hint, smoke cans, 
		And engineer camp, new snipes, new fixed mg actions, new panzer, mobile mg and other camps.
		some fixed mgs are now aimed for appearances
	      - Added group 8 for actions that run from when boat is at old dock till allies get past boulder.
	      - Lots of action tweaks; group change, radii, aim links, class, closenode...
	      - camp by ammo now a defend camp
	      - Added new roams,  new routes and alt-roams.
	      - uncommented random bot in bots file
	      - Elevated to beta status but may not ever attain release status (TBD)
 
 	 0.03 WIP - by TomTom July 26, 2007
	      - new action groups 19 and 21 for better allies fight between docks and to get rid of no goals errors
	      - radii tweak cleanup, various other tweaks
	      - added 5 fake tois for boat position pathing (may need 1-2 more bear first dock)
	      - fixed filename spelling for cfg and bots files
	      - misc other changes (script support for testing etc...)
 	 0.02 WIP - by TomTom May 25, 2007
	      - Merged some of Mortis's scriptfixes in the script file
	      - Node tweaks at splines run_73 through run_75.  
	        Single bot spline testing seems ok from run_65 to run_80
         0.01 Initial WIP snapshot - by TomTom May 12, 2007   
         

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70c Final beta)
         (1) map has a couple of very minor graphics errors
         (2) Bots may not be able to mount boat at all spline positions.  Corners can be problematic.  
	     Bots must approach boat from behind to use climbing rope ladder.  
	     Node 40 is problematic when boat backs away from first dock FIXED?.  
	     Bots possibly slow to fix Boat at node 110.
	     if they approach from a different angle or from the front they will not move the boat.  
	     There are 80 splines.  Each would have to be tweak-tested 3 or 4 times to be sure!
	 (3) Map has a reported rare bug when the boulder is blown (see Readme or Mortis's etpro forum)
	 (4) Boat priority lower than would be liked but adding roams or alt-roams near boat would not fix that.  
	  The only other option is severe restriction on available actions 
	  but since we can't script for when the boat is damaged no goal messages would be probable.
	 (5) I have seen an allied bot run backwards to alt_roam 127 probably from route 4 even though 
	  the bot was not carrying the ammo and therefore should have ignored the route which 
	  only points to the delivery point.  I have seen other issues with routes in other maps 
	  where the conditions do not apply to the bot but for some reason 
	  (maybe when actions or pathactions disabled)

TO DO:  Stage 2
        (4) Add more routes for attack and deliver, improve defense at overturned truck  
        (5) Add Allied defensive Camps and special actions as desired (on-going)
        (6) Add Axis defensive camps and special actions (on-going)
        (7) Balance testing (recent tests rev0.90; 14:13 Allies vs Axis 12vs12)
	(7) Boat spline testing
	(8) more faketois to make more connection paths so as to decrease distance bots swim to boat
	(10) Merge in Mortis' 'capture' spawns (optional) SKIP


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER NOP.
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 NOP

************************************************************************
This map can be distributed freely as long as this readme file accompanies it. 
This map or its contents cannot be distributed or used in any way for profit. 
Your are free to use any brushwork or models from this map as prefabs for your own maps. 
Visit the release website to obtain the source files and info on how to use them.
Please read the notes on the naming conventions to eliminate any conflicts with file names etc.


DONE.
This mapper is now officially on a nop loop awaiting an interrupt.