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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 1629:

Changes:

  • Added expanded Namek map (Work In Progress).
  • Added Kami’s Lookout map (Work In Progress).
  • Removed unnecessary alpha channel from several textures.

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

Revision 1605:

Changes:

  • Fixed potential bug concerning the crash state.
  • Fixed potential exploit when jumping while charging an attack.
  • Added support for 3D icons in the hud via the cg_draw3Dicons cvar.
  • Added support for screen overlay effects for damage states, while idle, breaking limit, and transforming.
  • Added support for mesh scaling/offsets per tier/character.
  • Added support for camera offsetting per tier/character.
  • Added support for icon shaders (for animated 2D character icons)
  • Added support for icon state changes for damage states and powering up.
  • Added support for custom crosshairs per tier/character while idle or breaking limit.
  • Started preliminary scoreboard code.
  • HUD will no longer display while using soar.
  • Cleaned/Trimmed cg_draw.c.
  • Added Back Handspring and Power Jump animations for Goku.