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	<title>ZEQ2 Lite</title>
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	<link>http://zeq2.com/lite</link>
	<description>Project Development and News for ZEQ2 Lite.</description>
	<lastBuildDate>Mon, 21 Jan 2013 17:38:49 +0000</lastBuildDate>
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		<item>
		<title>Revision 1852:</title>
		<link>http://zeq2.com/lite/?p=566</link>
		<comments>http://zeq2.com/lite/?p=566#comments</comments>
		<pubDate>Mon, 21 Jan 2013 17:38:49 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=566</guid>
		<description><![CDATA[Changes: [Addons] Added Rasengan&#8217;s Hyperbolic Time Chamber map.]]></description>
				<content:encoded><![CDATA[<p>Changes:</p>
<p>[Addons]</p>
<ul>
<li>Added Rasengan&#8217;s Hyperbolic Time Chamber map.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=566</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Revision 1851:</title>
		<link>http://zeq2.com/lite/?p=562</link>
		<comments>http://zeq2.com/lite/?p=562#comments</comments>
		<pubDate>Sun, 06 Jan 2013 19:05:16 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=562</guid>
		<description><![CDATA[Changes: [Assorted] Started reworks on proper widescreen stretching support (unfinished still). Fixed several whitespace/tabulation issues. [Skills] Removed outdated/non-functional types for forcefield, torch, skimmer, and rift skills. Removed several unused weapon flags. Removed CheckSafety method to determine player safety. WPT_ renamed to skillType for variable clarity. Removed user weapon damage types. Removed unused/unparsed weapon variables. [UI] [...]]]></description>
				<content:encoded><![CDATA[<p>Changes:</p>
<p>[Assorted]</p>
<ul>
<li>Started reworks on proper widescreen stretching support (unfinished still).</li>
<li>Fixed several whitespace/tabulation issues.</li>
</ul>
<p>[Skills]</p>
<ul>
<li>Removed outdated/non-functional types for forcefield, torch, skimmer, and rift skills.</li>
<li>Removed several unused weapon flags.</li>
<li>Removed CheckSafety method to determine player safety.</li>
<li>WPT_ renamed to skillType for variable clarity.</li>
<li>Removed user weapon damage types.</li>
<li>Removed unused/unparsed weapon variables.</li>
</ul>
<p>[UI]</p>
<ul>
<li>Temporarily removed redundent caching methods.</li>
<li>Reduced internet filter types to one.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=562</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Donations for Project Hosting.</title>
		<link>http://zeq2.com/lite/?p=537</link>
		<comments>http://zeq2.com/lite/?p=537#comments</comments>
		<pubDate>Mon, 30 Apr 2012 23:09:51 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=537</guid>
		<description><![CDATA[As part of the biennial routine, donations are now being accepted specifically to cover ZEQ2-lite&#8217;s file/svn hosting, website/blog, and forums. More information can be found here. Update : 04/10/12 : Donation goal reached! Thanks to everyone who contributed.]]></description>
				<content:encoded><![CDATA[<p>As part of the biennial routine, <a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&#038;business=MDave%2euk%40gmail%2ecom&#038;item_name=Server%20costs&#038;no_shipping=0&#038;no_note=1&#038;tax=0&#038;currency_code=GBP&#038;lc=GB&#038;bn=PP%2dDonationsBF&#038;charset=UTF%2d8">donations</a> are now being accepted specifically to cover<br />
ZEQ2-lite&#8217;s file/svn hosting, website/blog, and forums.  More information can be found <a href="http://forums.zeq2.com/lite/viewtopic.php?t=6147">here</a>.</p>
<p><strong>Update </strong>: 04/10/12 : Donation goal reached! Thanks to everyone who contributed.</p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=537</wfw:commentRss>
		<slash:comments>33</slash:comments>
		</item>
		<item>
		<title>Site Performance</title>
		<link>http://zeq2.com/lite/?p=530</link>
		<comments>http://zeq2.com/lite/?p=530#comments</comments>
		<pubDate>Thu, 22 Mar 2012 21:50:14 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=530</guid>
		<description><![CDATA[Until the site&#8217;s performance issues are sorted, the SVN, file downloads, and forum attachments have been temporarily disabled.  Please visit our IRC channel for information and files during this time. Update : 03/23/12 10:08 : SVN and file downloads have been re-enabled. Update : 03/23/12 13:58 : Forums disabled as part of unit testing routine. Update : [...]]]></description>
				<content:encoded><![CDATA[<p>Until the site&#8217;s performance issues are sorted, the SVN, file downloads, and forum attachments have been temporarily disabled.  Please visit our <a href="http://zeq2.com/lite/?page_id=39">IRC channel</a> for information and files during this time.</p>
<p><strong>Update</strong> : 03/23/12 10:08 : SVN and file downloads have been re-enabled.<br />
<strong>Update</strong> : 03/23/12 13:58 : Forums disabled as part of unit testing routine.<br />
<strong>Update</strong> : 03/24/12 12:14 : SVN and files re-disabled.  Migrating forums to new server.<br />
<strong>Update</strong> : 03/24/12 22:09 : SVN re-enabled.  Forums now on alternative server (testing phase).  Files redirected to offsite mirrors.</p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=530</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Revision 1732:</title>
		<link>http://zeq2.com/lite/?p=525</link>
		<comments>http://zeq2.com/lite/?p=525#comments</comments>
		<pubDate>Tue, 14 Feb 2012 10:34:42 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=525</guid>
		<description><![CDATA[Changes: No more player turning delay when moving. Use no animated camera origin or angles whatsoever if the animated camera has camera locked turned on for a specific animation. Prototype camera tweening, use cg_thirdPersonCamera 5 or 6 to test them. Losing the lockon when behind an obstacle or when enemy uses zanzoken, after losing the [...]]]></description>
				<content:encoded><![CDATA[<p>Changes:</p>
<ul>
<li>No more player turning delay when moving.</li>
<li>Use no animated camera origin or angles whatsoever if the animated camera has camera locked turned on for a specific animation.</li>
<li>Prototype camera tweening, use cg_thirdPersonCamera 5 or 6 to test them.</li>
<li>Losing the lockon when behind an obstacle or when enemy uses zanzoken, after losing the lockon, if visual contact is made in 3 seconds, the lockon is set again.</li>
<li>Corrected bug that changed tiers automatically when holding F.</li>
<li>Fixed weapon validation and synchronization.</li>
<li>Removed special conditions for data sync when the lockon is active in the server.</li>
<li>Double tap movement buttons for a quick zanzoken.</li>
<li>Adjusting quick zanzoken distance and cost.</li>
<li>Preventing quickZanzoken when boosting or holding the powerlevel button (F).</li>
<li>Organized the controls and create server menu a bit.</li>
<li>Added a few fixes and updates from the latest ioquake3 revision.</li>
<li>AnimMap frame limit lifted from 8 to 2000.</li>
<li>You can now tile an RoQ file.</li>
<li>Removed remaining bot code snippets from the source code.</li>
<li>Removed obsolete CVARs.</li>
<li>Added the CVARs g_quickZanzokenCost and g_quickZanzokenDistance.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=525</wfw:commentRss>
		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>Master Server Patch.</title>
		<link>http://zeq2.com/lite/?p=512</link>
		<comments>http://zeq2.com/lite/?p=512#comments</comments>
		<pubDate>Fri, 03 Feb 2012 10:41:03 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=512</guid>
		<description><![CDATA[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]]></description>
				<content:encoded><![CDATA[<p>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. <a href="http://zeq2.com/lite/wp-content/uploads/2012/02/MasterServerFix.rar">Master Server Fix</a></p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=512</wfw:commentRss>
		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>Revision 1712:</title>
		<link>http://zeq2.com/lite/?p=508</link>
		<comments>http://zeq2.com/lite/?p=508#comments</comments>
		<pubDate>Mon, 16 Jan 2012 00:36:37 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=508</guid>
		<description><![CDATA[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. [...]]]></description>
				<content:encoded><![CDATA[<p>Changes:</p>
<ul>
<li>Adjusted code aesthetics of cg_view.c file.</li>
<li>Fixed issue with player entities effecting local view states.</li>
<li>Added barebones for several console command operations.</li>
<li>Altered fs_homepath to use fs_basepath instead (no appdata configs!)</li>
<li>Added upx utility as part of source tools.</li>
<li>Upon transformation, if the current weapon is not selectable, changes to the highest selectable weapon.</li>
<li>WeaponNext and WeaponPrev validated in the server.</li>
<li>TierNext and TierPrev console commands implemented.</li>
<li>Holding F + Next/Previous weapon changes tier</li>
<li>Lockon working again. Weapon validation and weapon sync improved.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=508</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>Revision 1701:</title>
		<link>http://zeq2.com/lite/?p=502</link>
		<comments>http://zeq2.com/lite/?p=502#comments</comments>
		<pubDate>Sun, 08 Jan 2012 18:12:39 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=502</guid>
		<description><![CDATA[Changes: Creation of the console command &#8220;tier&#8221;. 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 + &#60;NUMBER&#62;. Re-added the -desertSkyFog- map stage. New cloud sprites. Removed the duplicate [...]]]></description>
				<content:encoded><![CDATA[<p>Changes:</p>
<ul>
<li>Creation of the console command &#8220;tier&#8221;.</li>
<li>Validation of the weapon selected in the server (instead of being in the client).</li>
<li>Transformations possible by holding F + 1/2/3/4/5/6.</li>
<li>Move checkTier call to g_active.c (ClientThink_real function).</li>
<li>Removal of EV_TIER_CHECK.</li>
<li>Finished transformation by F + &lt;NUMBER&gt;.</li>
<li>Re-added the -desertSkyFog- map stage.</li>
<li>New cloud sprites.</li>
<li>Removed the duplicate desert shadow map approach.</li>
<li>Added vertex lighting, much better performance.</li>
<li>Added 4 cloud ring&#8217;s around the entire mapDesert. (In the 3D skybox)</li>
<li>Shadows are more hard.</li>
<li>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.</li>
<li>Changed cg_particlesQuality to cg_particlesType (Quality is now an alternative CVAR).</li>
<li>Finished fixing other character wireframes from showing. All characters have fixed shaders now.</li>
<li>Fixed Piccolo, VegetaSaiyan, and VegetaCell to remove the wireframs around each triangle.</li>
<li>Fixed vegetaSaiyan galick gun attributes. 2 Vegetas now match.</li>
<li>Fixed visual part of Vegeta&#8217;s galick gun. The flash consumes Vegeta completely now.</li>
<li>Fixed head rolling in advanced flight with new camera.</li>
<li> Added 2 new camera systems (First person view, tier config animated camera md3&#8242;s).</li>
<li>Fixed character angles when using attacks in mid air (spirit bomb charging animation while in mid air looks accurate for example).</li>
<li>Fixed &#8216;Reflections&#8217; option in general menu.</li>
<li>Change to ground idle animation character angles, stays in a fixed angle until you move.</li>
<li>F + W/S should only change tiers by one. Also, after the respawn, the full transformation scene must be played again.</li>
<li>Disable left/right movement while walking.</li>
<li>New improved first person view. BFP style.</li>
<li>Changed cg_particlesQuality to cg_particlesType (Quality is now an alternative CVAR).</li>
<li>Added console command &#8220;draw2D&#8221; for script drawing of 2D elements. See console for usage information.</li>
<li>Updated the engine to be synced with the latest ioquake3 revision.</li>
<li>Major additions to the engine are: modular rendering system and the IQM version 2 model format.</li>
<li>Removed older unnecessary source files.</li>
<li>Added StartFlight function for better handling of triggering flight.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=502</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Revision 1666:</title>
		<link>http://zeq2.com/lite/?p=494</link>
		<comments>http://zeq2.com/lite/?p=494#comments</comments>
		<pubDate>Mon, 12 Dec 2011 18:08:58 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=494</guid>
		<description><![CDATA[Changes: PlayerState&#8217;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&#8217;s power [...]]]></description>
				<content:encoded><![CDATA[<p>Changes:</p>
<ul>
<li>PlayerState&#8217;s attackPowerCurrent and Total is no longer used nor sent over the network.  The variables must stay to maintain cohesion with entityState though.</li>
<li>Fixed network code to properly send short int and float types rather than a hard reliance on long int messages.</li>
<li>Added playerstate.attackPower variable for management of your currently charging skill&#8217;s power level.</li>
<li>Removed old applyButton interface asset.</li>
<li>Removed duplicate media SVN psd files.</li>
<li>Clamped edges of interface shaders.</li>
<li>Added simple HUD behavior for displaying attack charge progress and minimum charge required.</li>
<li>Charging alternate attack in air while jumping no longer glitches to a faux-flight mode.</li>
<li>Removed older unnecessary source files.</li>
<li>Added StartFlight function for better handling of triggering flight.</li>
<li>Fixed the explosion radius issue. The attacks deal damage EXCPLICITLY in their radius now.</li>
<li>Fixed a small inconsistency in goku&#8217;s shader file. </li>
</ul>
<p>        <a href="http://zeq2.com/lite/wp-content/uploads/2011/12/shot0109.jpg"><img title="simple HUD behavior for displaying attack charge progress and minimum charge requirement" src="http://zeq2.com/lite/wp-content/uploads/2011/12/shot0109-150x150.jpg" alt="" width="150" height="150" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=494</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Revision 1662:</title>
		<link>http://zeq2.com/lite/?p=488</link>
		<comments>http://zeq2.com/lite/?p=488#comments</comments>
		<pubDate>Fri, 02 Dec 2011 11:38:45 +0000</pubDate>
		<dc:creator>zeq2lite</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=488</guid>
		<description><![CDATA[Changes: Desaturated Goku&#8217;s textures in a cel-band reliant color method test. Changes to Krillin&#8217;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 [...]]]></description>
				<content:encoded><![CDATA[<p>Changes:</p>
<ul>
<li>Desaturated Goku&#8217;s textures in a cel-band reliant color method test.</li>
<li>Changes to Krillin&#8217;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.</li>
<li>Fixed fatigue recovery at low powerlevels. It is now at least 1 in cases where fatigue can be recovered. (Minus drain, if any.)</li>
<li>Overpowering now adds the same amount of health as health capacity increases, without using health pool.</li>
<li>Amount of health points healed is now more accurately limited to available health points in health pool.</li>
<li>Fixed another health bug that prevents transforming.</li>
<li>Tuned down fatigue cost by 25% when overpowering when maximum powerlevel pool is empty.</li>
<li>Fixed not being able to raise powerlevel at low maximum powerlevel when fatigue is at or below current powerlevel.</li>
<li>Made maximum powerlevel pool decrements use fractionPool aswell.</li>
<li>Fixed the transformation bug introduced earlier.</li>
<li>Characters heal almost all the way to max now, and to max once max powerlevel cannot be increased.</li>
<li>Fixed problem with floating point tier config breakLimitRate values being rounded down due to integer conversion.</li>
<li>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.)</li>
<li> &#8221;canOverheal False&#8221; in tier config now properly prevents healing.</li>
<li>Maximum powerlevel can now reach 32767 instead of only 32766.</li>
<li>Maximum powerlevel pool (plMaximumPool) is now reduced at a rate relative to breakLimitRate to balance powerlevel gained. Previously different breakLimitRate&#8217;s would give different amounts of maximum powerlevel for the same amount of pool.</li>
<li>Vertex lighting on Namek, also adjusted the underwater seabed fog border to the same color as the horizon.</li>
<li>Namek &#8211; Reflections and fog added.</li>
<li>Changed knockback recovery 2 to 1 frame for all characters in order to fix glitch.</li>
<li>Updated Namek map, no fog or clipping, modelled some cliffs and craters on one of the south islands for Frieza&#8217;s and The Ginyu force ships.</li>
</ul>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&#038;p=488</wfw:commentRss>
		<slash:comments>7</slash:comments>
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