In this attachment you will find the masterserver patch. Put these files in your main folder (overwrite all files) in order to fix the server browser. This will also reset all your configurations. Master Server Fix
Revision 1712:
Changes:
- Adjusted code aesthetics of cg_view.c file.
- Fixed issue with player entities effecting local view states.
- Added barebones for several console command operations.
- Altered fs_homepath to use fs_basepath instead (no appdata configs!)
- Added upx utility as part of source tools.
- Upon transformation, if the current weapon is not selectable, changes to the highest selectable weapon.
- WeaponNext and WeaponPrev validated in the server.
- TierNext and TierPrev console commands implemented.
- Holding F + Next/Previous weapon changes tier
- Lockon working again. Weapon validation and weapon sync improved.
Revision 1701:
Changes:
- Creation of the console command “tier”.
- Validation of the weapon selected in the server (instead of being in the client).
- Transformations possible by holding F + 1/2/3/4/5/6.
- Move checkTier call to g_active.c (ClientThink_real function).
- Removal of EV_TIER_CHECK.
- Finished transformation by F + <NUMBER>.
- Re-added the -desertSkyFog- map stage.
- New cloud sprites.
- Removed the duplicate desert shadow map approach.
- Added vertex lighting, much better performance.
- Added 4 cloud ring’s around the entire mapDesert. (In the 3D skybox)
- Shadows are more hard.
- Changed smoke behavior to have it linger. This is meant to be an effect for low-end systems, and needs testing for frame-rate dropping.
- Changed cg_particlesQuality to cg_particlesType (Quality is now an alternative CVAR).
- Finished fixing other character wireframes from showing. All characters have fixed shaders now.
- Fixed Piccolo, VegetaSaiyan, and VegetaCell to remove the wireframs around each triangle.
- Fixed vegetaSaiyan galick gun attributes. 2 Vegetas now match.
- Fixed visual part of Vegeta’s galick gun. The flash consumes Vegeta completely now.
- Fixed head rolling in advanced flight with new camera.
- Added 2 new camera systems (First person view, tier config animated camera md3′s).
- Fixed character angles when using attacks in mid air (spirit bomb charging animation while in mid air looks accurate for example).
- Fixed ‘Reflections’ option in general menu.
- Change to ground idle animation character angles, stays in a fixed angle until you move.
- F + W/S should only change tiers by one. Also, after the respawn, the full transformation scene must be played again.
- Disable left/right movement while walking.
- New improved first person view. BFP style.
- Changed cg_particlesQuality to cg_particlesType (Quality is now an alternative CVAR).
- Added console command “draw2D” for script drawing of 2D elements. See console for usage information.
- Updated the engine to be synced with the latest ioquake3 revision.
- Major additions to the engine are: modular rendering system and the IQM version 2 model format.
- Removed older unnecessary source files.
- Added StartFlight function for better handling of triggering flight.
Revision 1666:
Changes:
- PlayerState’s attackPowerCurrent and Total is no longer used nor sent over the network. The variables must stay to maintain cohesion with entityState though.
- Fixed network code to properly send short int and float types rather than a hard reliance on long int messages.
- Added playerstate.attackPower variable for management of your currently charging skill’s power level.
- Removed old applyButton interface asset.
- Removed duplicate media SVN psd files.
- Clamped edges of interface shaders.
- Added simple HUD behavior for displaying attack charge progress and minimum charge required.
- Charging alternate attack in air while jumping no longer glitches to a faux-flight mode.
- Removed older unnecessary source files.
- Added StartFlight function for better handling of triggering flight.
- Fixed the explosion radius issue. The attacks deal damage EXCPLICITLY in their radius now.
- Fixed a small inconsistency in goku’s shader file.
Revision 1662:
Changes:
- Desaturated Goku’s textures in a cel-band reliant color method test.
- Changes to Krillin’s .gfrx and .phys to call the destructo disk as a private version of the attack, as well as added sounds for Solar Flare and Destructo Disk.
- Fixed fatigue recovery at low powerlevels. It is now at least 1 in cases where fatigue can be recovered. (Minus drain, if any.)
- Overpowering now adds the same amount of health as health capacity increases, without using health pool.
- Amount of health points healed is now more accurately limited to available health points in health pool.
- Fixed another health bug that prevents transforming.
- Tuned down fatigue cost by 25% when overpowering when maximum powerlevel pool is empty.
- Fixed not being able to raise powerlevel at low maximum powerlevel when fatigue is at or below current powerlevel.
- Made maximum powerlevel pool decrements use fractionPool aswell.
- Fixed the transformation bug introduced earlier.
- Characters heal almost all the way to max now, and to max once max powerlevel cannot be increased.
- Fixed problem with floating point tier config breakLimitRate values being rounded down due to integer conversion.
- Health pool now only gets reduced if player is damaged when overpowering. (Practically always for now, due to maximum health rising at the same time.)
- ”canOverheal False” in tier config now properly prevents healing.
- Maximum powerlevel can now reach 32767 instead of only 32766.
- Maximum powerlevel pool (plMaximumPool) is now reduced at a rate relative to breakLimitRate to balance powerlevel gained. Previously different breakLimitRate’s would give different amounts of maximum powerlevel for the same amount of pool.
- Vertex lighting on Namek, also adjusted the underwater seabed fog border to the same color as the horizon.
- Namek – Reflections and fog added.
- Changed knockback recovery 2 to 1 frame for all characters in order to fix glitch.
- Updated Namek map, no fog or clipping, modelled some cliffs and craters on one of the south islands for Frieza’s and The Ginyu force ships.
Revision 1643:
Changes:
- Removed nomipmaps keywords in non-interface shaders for increased performance.
- Added nomipmaps keyword support to stages.
- Added mipOffset keyword support to stages for controlling which mipmap is used.
- Added r_mipBias (default to -1) to control overall mipmap offset (texture sharpness in this case).
- Added r_mipBase/r_mipMinimum/r_mipMaximum to set the starting/minimum/maximum mipmap level allowed.
- Started work on r_zFar support (unfinished) for far-clipping.
- Started work on r_outlinesType support (unfinished) for different outline approaches.
- Added r_outlinesSmooth keyword for outline anti-aliasing (strange results currently).
- Added r_outlinesPattern and r_outlinesPatternFactor for outline stippling (unfinished).
- Unlocked all render cvars from their “cheat only” state for easier debugging.
- Updated the Linux build.
- Fixed missing tierDefault values for transforming
- Fixed order of operation issue that was causing a transformation crash.
- Fixed buffer overflow.
Revision 1639:
Changes:
- Temporarely removed buildings from lookout – Platform is now using collisions.
- Removed unnecessary build files.
- Adjusted instant air brake to a single frame.
- Changed & simplified connecting/loading screens.
- Started preliminary support for point-based gravity (toggle with g_pointGravity)
- Adjusted some control namings.
- Jump timing is now only impacted when button is held while near ground.
- Turbo jump timer changed from 500ms maximum to 750ms.
- Consolidated viewUpdate functions.
- Adjusted loading graphics to be more DBZ-stylized.
Revision 1620:
Changes:
- Added upcoming serverbrowser graphical assets.
- Address/port now auto-filled on active server change.
- Both manual/auto entry use the same methods.
- Fixed issue with number of buttons decreasing if back was pressed at server-browser screen.
- Removed thumbs.db files that were sprinkled about.
- Moved the lockedTargetPS variable to it’s proper usage scope to ensure resetting.
- Supplemental work done to properly give widescreen support by fixing the width/height of values to 4:3 ratio (disabled presently).
- Fixed issue with speed and energyAttack scaling reading from the wrong arrays.
- Re-arranged and re-enabled many bitFlag/state/options bit values.
- Fixed missing airbrake event when recovering from knockback.
- Zanzoken is no longer possible if you have less than 15% fatigue.
- Fatigue recovery has been disabled while jumping or boosting.
- Transitioning to flight from a jump now triggers an air brake at 1% fatigue cost.
- Boosting is now disabled during turbo jumps.
- Boost cost reduced from 0.3% fatigue cost to 0.2% per 150ms.
- Boost now has a startup cost of 5% fatigue.
- Boost now offers an increased speed bonus for the first second.
- Walk speed fixed to 1000 units.
- Jump is now triggered from holding & releasing the jump key rather than pressing it.
- Jump can now be held for up to 4 seconds to trigger a power jump.
- Power jumping from a stationary (no movement keys) position will offer 25% more impact.
- Boosting prior/during a power jump will result in double distance covered.
- Jumps may now be chained/sequenced by timing a jump withing 500ms of landing the previous jump.
- Timing a power jump will grant the same jump strength at no charge-up time.
- Timing a turbo jump will increase the jump height/distance per successful jump.
- Timing 5 or more turbo jumps will put the player into a “blink” state where they sporadically appear nonvisible.
- Reworked soar mode to be more simplified. Looping/Rolling aerial maneuvers have been removed and movement keys produce no changes. Mouse movement now possible. Soar mode automatically toggles on advanced flight to differentiate the movement type.
- Soar mode will disable if the player goes below 15% fatigue and will not be possible again until they reach at least 20% fatigue.
- Soar mode is now free if you have at least 70% fatigue (down from 80%).
- Ball Flip now only possible on jump descent.
- Ball Flip in work in progress state (nulls on velocity except downward movement)
- Ball Flip gravity decreased from 3000 to 1000.
- Charging an attack while jumping will properly transist the player to flight.
- Moved all velocity cmdscale commands to a central location.
- Tweaked slope-surface velocity handling slightly.
- Added canAlter keyword for tier configs to control if the character is able to manipulate their power level.
Revision 1609:
Changes:
- Removed older/unused interface assets.
- Updated slider and radio button graphics.
- Updated logo textures to me more contrasting.
- Adjusted some menu colors.
- Began reworking fog code for auto-adjusting for important attacks.
- Hooked up many keywords for capability states for players (canFly, canZanzoken, etc.)
- Moved all parsed floats to baseStats from stats and hooked up their base in bg_pmove.
- Adjusted keyword naming for consistency of many tier.cfg values.
- Added additional keywords for use with the defense system.
- Removed pulsing text effect from the UI



