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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, 31 May 2010 17:03:20 +0000</lastBuildDate>
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		<title>Long over due news post!</title>
		<link>http://zeq2.com/lite/?p=233</link>
		<comments>http://zeq2.com/lite/?p=233#comments</comments>
		<pubDate>Mon, 31 May 2010 16:47:00 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=233</guid>
		<description><![CDATA[Yes, it has been about 6 months since the last news update, we&#8217;re sorry about that!
It&#8217;s been a busy time for the team in terms of Real-Life, with some of us in work or education of some sort, but don&#8217;t worry! Progress has been made, as you might have seen if you visit the forums.
So, [...]]]></description>
			<content:encoded><![CDATA[<p>Yes, it has been about 6 months since the last news update, we&#8217;re sorry about that!</p>
<p>It&#8217;s been a busy time for the team in terms of Real-Life, with some of us in work or education of some sort, but don&#8217;t worry! Progress has been made, as you might have seen if you visit the forums.</p>
<p>So, what news do we have for you?</p>
<p>First off, I wish to thank all those that donated to help keep the website and SVN development repositories going! These are the people (forum nicknames) that donated:</p>
<p>Forza<br />
DarkDemi<br />
OldBean<br />
SSJ50000<br />
Skatter</p>
<p>Big thanks go out to them!</p>
<p>Next up, progress news!</p>
<p>Nappa has been going through some final touches, he&#8217;s pretty much ready to join the fight. Thanks go out to Blaize and TRL!</p>
<p><img class="alignnone" title="Nappa Character" src="http://zeq2.com/lite/forums/files/nappa2_446.jpg" alt="" width="734" height="565" /><br />
<img class="alignnone" title="Nappa Character" src="http://zeq2.com/lite/forums/files/nappa1_244.jpg" alt="" width="931" height="567" /></p>
<p>Damaera has rigged up those pesky little green men, Saibamen! Modelled by Blaize, and textured by DarkLink, here he is:</p>
<p><img class="alignnone" title="Saibaman!" src="http://images.gamers-desire.de/images/klz1260144426q.png" alt="" width="819" height="461" /></p>
<p>Nielsmillikan has helped out by contributing his Chiaotzu character! Here&#8217;s the latest WIP screenshot of him:</p>
<p><img class="alignnone" title="Chiaotzu" src="http://zeq2.com/lite/forums/files/render_156.png" alt="" width="720" height="480" /></p>
<p>In other news, lots has been going on with upgrading the visual effects you will witness in the next public beta, thanks to the work of void adding in GLSL support! Check the forums for the lengthy development posts! <img src='http://zeq2.com/lite/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Also, JadenKorn our resident Arnold, has been working with the code as well to better organize and keep it up to date with the latest ioquake3 sources. This also means, portability to other machines that are capable of running ioquake3, like Linux, Mac, and also including the Pandora handheld!</p>
<p>Next up, we have a trailer for some of what you&#8217;ll see in the next public beta, thanks to Domi! Take note that the melee seen in this video is not the final thing, thats being redone and tuned up! Enjoy:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="480" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/PuTj618Yizg" /><embed type="application/x-shockwave-flash" width="640" height="480" src="http://www.youtube.com/v/PuTj618Yizg"></embed></object></p>
<p>Now that the summer holidays have officially started for most people on the team, you should see progress increase rapidly across the field.</p>
<p>Stay tuned.</p>
]]></content:encoded>
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		<slash:comments>32</slash:comments>
		</item>
		<item>
		<title>Happy New Year!</title>
		<link>http://zeq2.com/lite/?p=219</link>
		<comments>http://zeq2.com/lite/?p=219#comments</comments>
		<pubDate>Thu, 31 Dec 2009 18:35:51 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=219</guid>
		<description><![CDATA[First, I would like to thank everyone for playing ZEQ2-Lite! Not forgetting to mention the help and support we have had from forum members reporting bugs and making new content for others to play, it&#8217;s been a great success. Thank you!
Public Beta 2 is what a lot of people are waiting for, but first an [...]]]></description>
			<content:encoded><![CDATA[<p>First, I would like to thank everyone for playing ZEQ2-Lite! Not forgetting to mention the help and support we have had from forum members reporting bugs and making new content for others to play, it&#8217;s been a great success. Thank you!</p>
<p>Public Beta 2 is what a lot of people are waiting for, but first an explanation on how it works in terms of development :</p>
<p>The ZEQ2-Lite team is not the sole contributor to the game, <span style="text-decoration: underline;">anyone</span> can help make content and help out with the code side of things, it is an open project! The more people that help contribute, the faster a Public Beta 2 will come. For example, if you wish to contribute a character or a map, all you need to do is post in the forum that piece of work. If it meets the ZEQ2-Lite&#8217;s quality standards, then it can be contributed to the current Team Build (latest version of the game being worked on), and you also get access to the Team Build if you need to fine tune animations or attacks etc.</p>
<p>When it comes to helping out with code development, it would be better to contact the team either through the forums or IRC channel, available from the Chat tab at the top of this blog. This way we can give you access to the latest Team Build source code via SVN, as the source that is available with the Public Beta is, as you can imagine, out of date. The team build source code now has Linux support, so if you&#8217;re a Linux developer that wishes to help out that is now available as an option thanks to JadenKorn. Mac OSX builds we are still having problems with, due to the team not having a Mac to develop on. So any Mac developers out there that want to see ZEQ2-Lite running on those machines, contact us!</p>
<p>Lets work together to make a great free game for as many platforms as possible.</p>
<p>Early on in 2010 we will hopefully get the time to write a mapping tutorial for those that wish to help out with that type of content. There is no limit to the content we need! And then later on perhaps a tutorial on how to take your modelled, skinned, rigged and animated character in game.</p>
<p>New things to look out for in the next Public Beta?</p>
<ul>
<li>New Skeletal Animation System dubbed zSkeleton</li>
<li>Raised limit for number of skills per character</li>
<li>New maps &#8216;Desert Duel&#8217; and &#8216;Last Stand&#8217;</li>
<li>New characters &#8216;Krillin&#8217; &#8216;Vegeta&#8217; &#8216;Saibamen&#8217;</li>
<li>Fine tuned and bug fixed Melee and Skills system</li>
<li>Possibly more content &#8230;</li>
</ul>
<p>A big thank you to everyone on the team for pushing through the tough times!</p>
<p>Domitjen won the ZEQ2-Lite Tournament and managed to get a copy of the Team Build, congrats to him!</p>
<p><strong>Lets have a great year!</strong></p>
]]></content:encoded>
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		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>ZEQ2-lite Official Forums</title>
		<link>http://zeq2.com/lite/?p=214</link>
		<comments>http://zeq2.com/lite/?p=214#comments</comments>
		<pubDate>Thu, 10 Sep 2009 20:51:34 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=214</guid>
		<description><![CDATA[In response of recent requests,  ZEQ2-lite now has a set of complimentary forums to match the blog.  For those of you who were registered at the previous ZEQ2 site, you may continue to reuse your previous user-name.
Keep in touch on the forums with project discussion,  bug reporting, feature suggestions, and more!

]]></description>
			<content:encoded><![CDATA[<p>In response of recent requests,  ZEQ2-lite now has a set of <a href="http://zeq2.com/lite/forums/">complimentary forums</a> to match the blog.  For those of you who were registered at the previous ZEQ2 site, you may continue to reuse your previous user-name.</p>
<p>Keep in touch on the forums with project discussion,  bug reporting, feature suggestions, and more!</p>
<p><img src="http://zeq2.com/lite/wp-content/uploads/2009/09/forums-300x180.jpg" alt="forums" title="forums" width="300" height="180" class="alignnone size-medium wp-image-215" /></p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&amp;p=214</wfw:commentRss>
		<slash:comments>62</slash:comments>
		</item>
		<item>
		<title>ZEQ2-lite Public Beta 2 Preview : Krillin</title>
		<link>http://zeq2.com/lite/?p=191</link>
		<comments>http://zeq2.com/lite/?p=191#comments</comments>
		<pubDate>Tue, 08 Sep 2009 04:34:51 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[krillin]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=191</guid>
		<description><![CDATA[Note : This character will not be available until the next version of the public build is released.
Krillin joins the fray, with some unique skills that are enough to outwit even the most powerful of warriors in the universe. His skill set includes: Scattering Beam Shot, Kamehameha, Destructo Disk and Solar Flare.
]]></description>
			<content:encoded><![CDATA[<p><span style="color: #339966;"><strong>Note :</strong> This character will not be available until the next version of the public build is released.</span></p>
<div id="attachment_185" class="wp-caption alignnone" style="width: 522px"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/shot0001.jpg"><img class="size-full wp-image-185" title="Krillin" src="http://zeq2.com/lite/wp-content/uploads/2009/09/shot0001.jpg" alt="Krillin" width="512" height="319" /></a><p class="wp-caption-text">Krillin</p></div>
<p>Krillin joins the fray, with some unique skills that are enough to outwit even the most powerful of warriors in the universe. His skill set includes: Scattering Beam Shot, Kamehameha, Destructo Disk and Solar Flare.</p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&amp;p=191</wfw:commentRss>
		<slash:comments>38</slash:comments>
		</item>
		<item>
		<title>ZEQ2-lite Public Beta 1 Play Guide</title>
		<link>http://zeq2.com/lite/?p=64</link>
		<comments>http://zeq2.com/lite/?p=64#comments</comments>
		<pubDate>Sat, 05 Sep 2009 20:41:00 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=64</guid>
		<description><![CDATA[Important  : As usual, please bare in mind that all game mechanics/features are prone to change radically from extensions and fixes in future revisions as the current version IS merely in beta stages.

Walking is a type of movement performed while the player is on the ground.  While plans exist in the future to [...]]]></description>
			<content:encoded><![CDATA[<p style="color: #339966;"><strong>Important  :</strong> As usual, please bare in mind that all game mechanics/features are prone to change radically from extensions and fixes in future revisions as the current version IS merely in beta stages.</p>
<p><img class="alignnone size-full wp-image-100" style="margin : 3px 0 -8px 0;" title="headerMovement" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerMovement.png" alt="headerMovement" width="269" height="54" /></p>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><span style="text-decoration: underline;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/walk.jpg"><img class="alignleft size-thumbnail wp-image-66" style="border: 2px solid #51a3df;margin: 5px 10px;" title="walk" src="http://zeq2.com/lite/wp-content/uploads/2009/09/walk-150x150.jpg" alt="walk" width="150" height="150" /></a></span><strong>Walking</strong> is a type of movement performed while the player is on the ground.  While plans exist in the future to extend the maneuver to more dramatic results as well as granting the ability of a mobile form of altering one&#8217;s power,  it currently is simply used as a defense bonus.  <strong><span style="color: #339966;">Hold</span></strong><span style="color: #57e74a;"><strong><span style="color: #339966;"> </span></strong><span style="color: #3366ff;"><strong>Shift</strong></span></span><span style="color: #339966;"><em> </em></span>while <span style="color: #339966;"><strong>pressing </strong></span>the<span style="color: #3366ff;"> <strong>movement keys</strong> </span>when on the ground to perform a walk.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/dash.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="dash" src="http://zeq2.com/lite/wp-content/uploads/2009/09/dash-150x150.jpg" alt="dash" width="150" height="150" /></a><strong>Dashing</strong> is the standard movement type while both on the ground and in the air.  It provides a moderate movement speed and no particular bonus or defect. <strong><span style="color: #339966;">Hold</span></strong> the<span style="color: #3366ff;"> <strong>movement keys</strong></span> to dash.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/soar.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="soar" src="http://zeq2.com/lite/wp-content/uploads/2009/09/soar-150x150.jpg" alt="soar" width="150" height="150" /></a><strong>Soaring</strong> is a specialized movement type reserved for air movement only.  This is the fastest long-distance movement type available.  While soaring, your character will have limited maneuvering capabilities and no battle techniques available.   As long as your fatigue is above 80%, soaring has no cost.  Otherwise, a very rapid rate of fatigue occurs.  <strong><span style="color: #339966;">H</span></strong><strong><span style="color: #339966;">old</span></strong><span style="color: #3366ff;"> <strong>Space</strong></span> while in the air to enter soar mode.   While soaring, the  <span style="color: #3366ff;"><strong>movement</strong></span><span style="color: #3366ff;"><strong> keys</strong></span> slightly effect pitch/yaw.  You may tap<strong><span style="color: #49c23e;"> <span style="color: #3366ff;">Q/E</span></span></strong> to do a spin roll or <strong><span style="color: #3366ff;">fly up </span></strong><span style="color: #3366ff;"><strong>/</strong></span><strong><span style="color: #3366ff;">fly down </span></strong> for a loop roll.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/jump.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="dash" src="http://zeq2.com/lite/wp-content/uploads/2009/09/jump-150x150.jpg" alt="jump" width="150" height="150" /></a><strong>Jumping</strong> provides a means to cover large distances of space while on the ground.  It is the only base movement type that is airborne, yet receives the limited lock-on benefits of being on the ground.  Jumping is performed by <strong><span style="color: #339966;">pressing</span></strong> <span style="color: #3366ff;"><strong>Space</strong></span> while on the ground.<span style="display: block; height: 10px;"> </span><em>Speed Jumps</em> are rapid succession jumps performed by <span style="color: #339966;"><strong>holding</strong></span> a <strong><span style="color: #3366ff;">movement key</span></strong> while jumping. They cover very little ground, but do so rapidly at a lesser fatigue cost.<span style="display: block; height: 10px;"> </span><em>Power Jumps</em> are slower, more lofty jump types performed by jumping while <span style="color: #339966;"><strong>holding</strong></span> <strong><span style="color: #3366ff;">no movement key</span></strong>. This type of jump covers a large distance at a moderate cost of fatigue.</div>
<div style="padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/zanzoken.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="zanzoken" src="http://zeq2.com/lite/wp-content/uploads/2009/09/zanzoken-150x150.jpg" alt="zanzoken" width="150" height="150" /></a><strong>Zanzoken</strong> movement allows the player to cover a small-medium distance at a near instant speed for a moderate fatigue cost.   While performing this movement,  the player will pass through most objects &#8212; although energy attacks can still make impact.  The technique is performed by pressing and<span style="color: #339966;"> </span><span style="color: #3366ff;"><strong><span style="color: #339966;">holding</span> Z</strong></span>.</div>
<p><img title="headerSensing" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerSensing.png" alt="headerSensing" width="269" height="54" /><br />
The sensing area is a region located in the upper right-hand corner of the screen.  This region gives vague feedback about the position of particular power signatures and how they relate to your own current power capacity.</p>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/sense1.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="sense1" src="http://zeq2.com/lite/wp-content/uploads/2009/09/sense1-150x150.jpg" alt="sense1" width="150" height="150" /></a><strong>Energy Markers<strong> </strong></strong><strong><strong> </strong></strong>are indicated in the sensing region by circles.   If a character in this area has a lower power level than your current is,  he/she may be mostly transparent or not visible at all (concealed).  However, when a player has a greater current power level than your own, they will appear as a red circle of varying saturation &#8212; bright red meaning MUCH higher.   Use this information to your advantage to target players that are near your power level,  but be wary of those who have masked their true strength.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/sense3.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="sense3" src="http://zeq2.com/lite/wp-content/uploads/2009/09/sense3-150x150.jpg" alt="sense3" width="150" height="150" /></a><strong>Surge Indicators </strong>will appear in the sensory region if a player exerts a sudden amount of energy &#8212; typically by expending energy in a boost or raising his/her power level.  These appear as red glows around the existing energy markers.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/sense2.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="sense2" src="http://zeq2.com/lite/wp-content/uploads/2009/09/sense2-150x150.jpg" alt="sense1" width="150" height="150" /></a><strong>Threat Indicators </strong>within the radius of sensing of your character flash to the screen when a large concentration of energy is being amassed.  This usually occurs from a very large energy attack that is being charged. Threat indicators are presented as exclamation points along with an audible danger noise.</div>
<p><img class="size-full wp-image-99 alignnone" style="margin : 3px 0 -8px 0;" title="headerMelee" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerMelee.png" alt="headerMelee" width="269" height="54" /></p>
<div style="padding : 10px; min-height:160px;"><em><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/melee.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="melee" src="http://zeq2.com/lite/wp-content/uploads/2009/09/melee-150x150.jpg" alt="melee" width="150" height="150" /></a></em><strong>Starter Hits</strong> trigger when you have successfully engaged your opponent by approaching them close enough while <strong><span style="color: #3366ff;">moving</span></strong> <span style="color: #3366ff;"><strong>forward</strong></span> as long as they are not already engaged with you.  Depending on the start type used, various series of events will occur.   If you approached normally without pressing boost,  a speed melee sequence will occur with drifting in your favor.   When the player approaches while holding boost for less than 2.5 seconds,  a standard starter hit will occur with results depending on if your opponent blocked/evaded/starter hit back.  Finally, if the player holds boost for more than 2.5 seconds prior to engaging an enemy,  an automatic knockback hit type will result.</div>
<div style=" padding: 10px; margin:2px; min-height:160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/evasion.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px; min-height : 160px;" title="evasion" src="http://zeq2.com/lite/wp-content/uploads/2009/09/evasion-150x150.jpg" alt="evasion" width="150" height="150" /></a><strong>Evasion</strong> simply provides the player a means to avoid the enemy&#8217;s melee attack entirely, thereby causing additional fatigue to them.  To evade attacks,  <strong><span style="color: #339966;">hold</span></strong> <strong><span style="color: #3366ff;">back movement</span></strong> while in a melee sequence.</div>
<div style=" padding: 10px; margin:2px; min-height : 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/meleeBlocking.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="meleeBlocking.jpg" src="http://zeq2.com/lite/wp-content/uploads/2009/09/meleeBlocking-150x150.jpg" alt="meleeBlocking.jpg" width="150" height="150" /></a><strong>Blocking</strong> during a melee sequence is accomplished in the same manner as normal blocking &#8212; that is,  by <strong><span style="color: #339966;">holding</span></strong> the <strong><span style="color: #3366ff;">Ctrl</span></strong> key.  While blocking,  the defending player will take reduced damage from all attacks.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/knockback.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="knockback.jpg" src="http://zeq2.com/lite/wp-content/uploads/2009/09/knockback-150x150.jpg" alt="knockback" width="150" height="150" /></a><strong>Knockback</strong> style charged attacks are useful in sending the opposing fighter far into the distance stunned.   Pulling off a knockback melee attack is merely a matter of<span style="color: #000000;"> pressing</span><strong><span style="color: #000000;"> </span></strong>and continuing to <strong><span style="color: #3366ff;"><span style="color: #339966;">hold</span></span><span style="color: #3366ff;"> </span></strong>the<strong><span style="color: #3366ff;"> right mouse button</span></strong> until it automatically releases.   Optionally, you may <strong><span style="color: #339966;">hold</span></strong> the <span style="color: #3366ff;"><strong>left or right movement keys </strong></span>or the<strong><span style="color: #3366ff;"> fly up or fly down movement keys</span></strong> to control the direction of the knockback hit.  This attack generates a small amount of fatigue.</div>
<div style=" padding: 10px; margin:2px; min-height : 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/airBrake.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="airBrake.jpg" src="http://zeq2.com/lite/wp-content/uploads/2009/09/airBrake-150x150.jpg" alt="airBrake" width="150" height="150" /></a><strong>Instant Air Brake</strong> is only available when you have been knocked back.  Consuming a moderate amount of fatigue,  the player can opt to cause the knockback sequence to end instantly by using this technique.  To activate this action,  <strong><span style="color: #339966;">press</span></strong> the <strong><span style="color: #3366ff;">right mouse </span></strong><span style="color: #3366ff;"><span style="color: #000000;">button</span></span> while knocked back.</div>
<div style="padding: 10px; margin:2px;"><em><strong> </strong></em><strong>Gradual Air Brake</strong> is only available while you have been knocked back.  By <span style="color: #339966;"><strong>holding</strong></span> the<strong><span style="color: #3366ff;"> left mouse</span></strong> button,  your character will cut the knockback time down by half,  but travel at only half the normal knockback speed (making him/her susceptible to attacks).  This air brake type has no energy cost.</div>
<div style="padding: 10px; margin:2px;"><strong> Drifting </strong>is the result of one side of power initiating the starter hit and causing both players to fight/move in the defender&#8217;s direction.  While controlling the drift during a speed melee skirmish,  your damage will be improved slightly.  To regain control of a drift that you do not control,  perform a speed breaker hit.</div>
<div style=" padding: 10px; margin:2px;"><strong>Speed Melee</strong>, a staple in the DBZ universe,  is a flurry of rapid hits used to quickly accumulate damage to the opponent.  To perform this maneuver, <strong><span style="color: #339966;">hold</span></strong> <strong><span style="color: #3366ff;">forward</span></strong> <span style="color: #3366ff;"><strong>movement</strong></span><span style="color: #3366ff;"> </span> while in a melee sequence.   If the opponent evades this technique,  fatigue will be generated on the attacker.  Boosting will increase both damage performed and fatigue caused.</div>
<div style=" padding: 10px; margin:2px;"><strong>Speed Breaker</strong> attacks are designed to interrupt the enemy momentarily if they are using speed melee,  evasion,  or zanzoken.  To perform a speed breaker,  <span style="color: #339966;"><strong>press</strong></span> the <span style="color: #3366ff;"><strong>left mouse</strong></span> button.  Attempting to use a speed breaker while the enemy is charging an attack will result in a brief stun as their hit releases.</div>
<div style=" padding: 10px; margin:2px;"><strong> Charge Breaker </strong>attacks were built for the purpose of interrupting an enemy that is charging a power or knockback melee hit as well as blocking.  To perform a charge breaker, <span style="color: #3366ff;"><strong> <span style="color: #339966;">press</span></strong></span> the <span style="color: #3366ff;"><strong>right mouse</strong></span> button.  Attempting to use a charge breaker while the enemy is using speed melee will cause the speed melee user to land multiple hits automatically.</div>
<div style=" padding: 10px; margin:2px;"><strong>Power Stun</strong><strong> </strong>melee hits result in the enemy keeling over in pain for an medium period of time,  leaving the attacker able to perform any other technique.  To execute a power stun,  <span style="color: #000000;">press </span>and continue to <span style="color: #339966;"><strong>hold</strong></span> the <span style="color: #3366ff;"><strong>le</strong><strong>ft mouse button</strong></span>.  After 1 second has elapsed, the attack will automatically release.  This attack generates a small amount of fatigue.</div>
<p><img class="alignnone size-full wp-image-102" style="margin : 3px 0 -8px 0;" title="headerStruggling" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerStruggling.png" alt="headerStruggling" width="269" height="54" /></p>
<div style=" padding: 10px; margin:2px;  min-height : 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/blockStruggling.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="blockStruggling.jpg" src="http://zeq2.com/lite/wp-content/uploads/2009/09/blockStruggling-150x150.jpg" alt="blockStruggling.jpg" width="150" height="150" /></a><strong>Block Struggling </strong>will result if you are blocking and an attack with a greater power level than your own makes contact.   During this time, the character will extend his/her arms and attempt to repel the attack in the direction of the crosshair.  As with any struggling type, you may speed up this process by <strong><span style="color: #339966;">holding</span></strong> <strong><span style="color: #3366ff;">boost</span></strong>.</div>
<div style="padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/energyFuel1.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="energyFuel1.jpg" src="http://zeq2.com/lite/wp-content/uploads/2009/09/energyFuel1-150x150.jpg" alt="energyFuel1.jpg" /></a><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/energyFuel2.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="energyFuel2" src="http://zeq2.com/lite/wp-content/uploads/2009/09/energyFuel2-150x150.jpg" alt="zanzoken" width="150" height="150" /></a><strong>Energy Attack Struggles </strong>come about after two energy attacks of high power collide with one another.  The attacks will attempt to overpower one another by steadily draining energy.   When one attack has a significant lead, the superior attack will begin to drift towards the opposing attack&#8217;s source.  Any attacks may struggle,  but the duration and mechanics depend on the energy type.  In beam attacks,  you may feed extra energy to the attack before and during it&#8217;s struggle to increase it&#8217;s power by <strong><span style="color: #339966;">holding</span></strong> the <strong><span style="color: #3366ff;">boost</span></strong> key.</div>
<p><img class="alignnone size-full wp-image-98" style="margin : 3px 0 -8px 0;" title="headerEnergySkills" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerEnergySkills.png" alt="headerEnergySkills" width="269" height="54" /></p>
<p><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/skillSelect.jpg"><img style="border: 2px solid #51a3df; margin: 5px 10px;" title="skillSelect" src="http://zeq2.com/lite/wp-content/uploads/2009/09/skillSelect.jpg" alt="skillSelect" width="273" height="62" /></a></p>
<div style=" padding: 10px; margin:2px;"><strong>Attack Primary </strong>is the primary skill of the skillset that is selected.  This attack is used by  <strong><span style="color: #339966;">holding/pressing</span><span style="color: #3366ff;"> left mouse </span></strong>depending on the skill type.</div>
<div style=" padding: 10px; margin:2px;"><strong>Attack Secondary</strong> <strong> </strong>is the secondary skill of the skillset that is selected.  This attack is used by <span style="color: #3366ff;"><strong><span style="color: #339966;">holding/pressing</span></strong><strong> right mouse</strong></span> depending on the skill type.</div>
<div style="padding: 10px; margin:2px;"><strong>Attack Requirements</strong> are given to certain skills before they become available on the hud for usage.   This may include being in the air,  reaching a particular power level,  being underwater,  having enough health/energy,  etc.  Aside from selection requirements,  attacks typically require a considerable charge time.  The crosshair will become <strong><span style="color: #3366ff;">blue</span></strong> when an attack is ready &amp; able to fire.</div>
<p><img style="margin : 3px 0 -8px 0;" title="headerDefense" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerDefense.png" alt="headerDefense" width="269" height="54" /></p>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/blocking.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="blocking" src="http://zeq2.com/lite/wp-content/uploads/2009/09/blocking-150x150.jpg" alt="blocking" width="150" height="150" /></a><strong>Blocking</strong> enemy attacks becomes crucial in moments where you are unable to move or otherwise do not have time to react.  While blocking, your character will automatically receive reduced damage.   Additionally,  if an energy attack is blocked with a much lower power level,  it will automatically be swatted away.   However, if the attack has a much higher power level,  your character will begin a push struggle to attempt to gain control of the situation.  Blocking is performed by <strong><span style="color: #339966;">holding</span></strong> the <strong><span style="color: #3366ff;">Ctrl</span></strong> key.</div>
<div style="padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/ballFlip.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="ballFlip" src="http://zeq2.com/lite/wp-content/uploads/2009/09/ballFlip-150x150.jpg" alt="ballFlip" width="150" height="150" /></a><strong>Ball Flips</strong> serve as a means of helping the player cover extended distances of ground by using a controlled flip at the end of a jump sequence.  While performing this action, the player receives a moderate defense bonus as well as having a much more lofty drop sequence.  You may perform a ball flip by<span style="color: #3366ff;"> <span style="color: #000000;"><strong><span style="color: #339966;">holding</span></strong> </span><strong>C</strong></span><strong> </strong>while in a jump.</div>
<p><img class="alignnone size-full wp-image-105" style="margin : 3px 0 -8px 0;" title="headerZones" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerZones.png" alt="headerZones" width="269" height="54" /></p>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/flight.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="flight" src="http://zeq2.com/lite/wp-content/uploads/2009/09/flight-150x150.jpg" alt="flight" width="150" height="150" /></a><strong>Air</strong>-based combat gives the user great flexibility in movement and superior vision coverage over that of ground combat.   The Soar movement type and some skills are only usable while in the air. To enter flight mode,<strong> <span style="color: #339966;">press</span></strong> the <strong><span style="color: #3366ff;">R</span></strong> key while on the ground.</div>
<div style="padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/landing.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="landing" src="http://zeq2.com/lite/wp-content/uploads/2009/09/landing-150x150.jpg" alt="zanzoken" width="150" height="150" /></a><strong>Ground</strong>-based battles offer players a means to escape the clutches of an air pursuer.  While on the ground,  you have an added defense bonus,   access to the jump movement type,  and the ability to NOT be targeted by someone in the air.   Being as the ground is an impedance,  explosions are more of a threat.  To descend to the ground while in flight,  <strong><span style="color: #339966;">hold</span></strong> the <strong><span style="color: #3366ff;">C</span></strong> key until the character lands.   Additionally,  the quick-drop approach can be employed for automatic dropping by<strong><span style="color: #339966;"> holding</span><span style="color: #3366ff;"> F </span></strong>then <strong><span style="color: #339966;">pressing</span></strong> the<span style="color: #3366ff;"><strong> C</strong></span> key while in the air.</div>
<p><img class="alignnone size-full wp-image-104" style="margin : 3px 0 -8px 0;" title="headerTargeting" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerTargeting.png" alt="headerTargeting" width="269" height="54" /></p>
<div>Allows the player to focus his senses on a particular player &#8212; responding to their movements and honing all attacks on the target.  The crosshair will turn <strong><span style="color: #3366ff;">red</span></strong> when a player is targeted.</div>
<p><img style="border: 2px solid #51a3df; margin: 5px 10px;" title="crosshairIdle" src="http://zeq2.com/lite/wp-content/uploads/2009/09/crosshairIdle.jpg" alt="crosshairIdle" width="80" height="80" /><img style="border: 2px solid #51a3df; margin: 5px 10px;" title="crosshairCharged" src="http://zeq2.com/lite/wp-content/uploads/2009/09/crosshairCharged.jpg" alt="crosshairCharged" width="80" height="80" /><img style="border: 2px solid #51a3df; margin: 5px 10px;" title="crosshairTargeted" src="http://zeq2.com/lite/wp-content/uploads/2009/09/crosshairTargeted.jpg" alt="crosshairTargeted" width="80" height="80" /></p>
<div style=" padding: 10px; margin:2px;"><strong>Automatic</strong> player targeting will trigger if the character makes physically contact with another character by moving into them.  This will automatically initiate a melee sequence and focus both players to one another.</div>
<div style="padding: 10px; margin:2px;"><strong>Manual</strong> targeting triggers upon <strong><span style="color: #339966;">pressing</span></strong> the <strong><span style="color: #3366ff;">G</span></strong> key while looking in the direction of your target.  The crosshair will snap accordingly as a character-specific audio taunt plays to indicate the focus has shifted.</div>
<p><img class="alignnone size-full wp-image-101" style="margin : 3px 0 -8px 0;" title="headerPowerLevel" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerPowerLevel.png" alt="headerPowerLevel" width="269" height="54" /></p>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/hudFatigue.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="hudFatigue" src="http://zeq2.com/lite/wp-content/uploads/2009/09/hudFatigue.jpg" alt="hudFatigue" width="360" height="72" /></a><strong>Fatigue</strong> is a representation of how tired your character has become.  As this statistic accrues,  your character becomes much less capable.   It presently has a direct effect on : zanzoken distance,  base defense,  damage dealt by energy attacks,  rate at which you can power up,  and knockback recovery cost.  When your fatigue is full,  your character will go unconscious for a short period of time.   This statistic will gradually diminish over time as long as you aren&#8217;t over your limit.   This rate of recovery increases by not moving and/or maintaining a low current power level.  Fatigue is represented by a<span style="color: #3366ff;"> <strong>silver</strong></span> bar on the HUD,  but may overlap  as<span style="color: #3366ff;"><strong> orange</strong></span> or <span style="color: #3366ff;"><strong>bright red</strong></span> when the character has raised his current power level over the fatigue amount or has suffered both health and fatigue loss.  In rare cases,  fatigue boundaries may represented by a <span style="color: #3366ff;"><strong>light orange</strong></span> color when the character&#8217;s current power level is raised where there is a loss of both health and fatigue.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/hudDamage.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="hudDamage" src="http://zeq2.com/lite/wp-content/uploads/2009/09/hudDamage.jpg" alt="hudDamage" width="360" height="72" /></a><strong>Damage</strong> simply reflects how much physical trauma has been dealt to the player.  When the damage bar reaches full (thus no health), the character dies.  Damage is represented on the HUD by a <span style="color: #3366ff;"><strong>dark red</strong></span> bar normally.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/hudCurrent.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="hudCurrent" src="http://zeq2.com/lite/wp-content/uploads/2009/09/hudCurrent.jpg" alt="hudCurrent" width="360" height="72" /></a><strong>Current </strong>power level is the amount of power your character has chosen to appear to others as in regards to sensing.  A player&#8217;s current power additionally effects the following : zanzoken speed, melee damage,  stamina recovery rate, and power level growth rate.   This statistic is shown as a <span style="color: #3366ff;"><strong>blue</strong></span> bar by standard,  but may also overlap fatigue as<span style="color: #3366ff;"> <strong>orange</strong> </span>or damage as<span style="color: #3366ff;"> <strong>light red</strong></span>.  It is additionally represented as the number value displayed on the HUD.</div>
<div style=" padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/hudMaximum.jpg"><img class="alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="hudMaximum" src="http://zeq2.com/lite/wp-content/uploads/2009/09/hudMaximum.jpg" alt="hudMaximum" width="360" height="72" /></a><strong> Maximum</strong> is an  indicator of your character&#8217;s overall power capacity.  If the player attempts to power beyond his/her maximum power level,  it permanently raises slightly while simultaneously generating fatigue.   A glowing yellow marker will appear when exceeding your limit.  This statistic determines all energy costs,  scales up all damages,  and generally affords more luxuries in capability to the player.  As damage is dealt to your character,  his/her maximum power level is increased respectively.   Visually,  your maximum power level is indicated by the highest point on your bar.</div>
<div style="padding: 10px; margin:2px; min-height: 160px;"><a href="http://zeq2.com/lite/wp-content/uploads/2009/09/powerLevel.jpg"><img class="size-thumbnail wp-image-67 alignleft" style="border: 2px solid #51a3df; margin: 5px 10px;" title="powerLevel" src="http://zeq2.com/lite/wp-content/uploads/2009/09/powerLevel-150x150.jpg" alt="zpowerLevel" width="150" height="150" /></a><strong> Manipulation</strong> of one&#8217;s current power level is performed by <strong><span style="color: #339966;">holding </span></strong>the<strong> <span style="color: #3366ff;">F</span></strong> key and then <strong><span style="color: #339966;">pressing</span></strong> the respective <strong><span style="color: #3366ff;">direction keys</span></strong> to lower or raise it.</p>
<p><span style="color: #339966;"><em><span style="color: #000000;">Lowering</span></em> </span>of your power level is accomplished by <strong><span style="color: #339966;">holding </span><span style="color: #3366ff;">F </span></strong>and <strong><span style="color: #339966;">pressing</span></strong> the <strong><span style="color: #3366ff;">left movement</span></strong> key.  Maintaining a low current power level means you will be much more difficult to sense,  receive a much better fatigue recovery rate,  and receive bonus&#8217; to increasing your maximum power level.</p>
<p><em>Raising</em><strong> </strong>of one&#8217;s power level is performed by<strong><span style="color: #339966;"> holding</span></strong> <strong><span style="color: #3366ff;">F</span></strong> and <strong><span style="color: #339966;">pressing</span></strong> the <span style="color: #3366ff;"><strong>right movement</strong></span> key.   Maintaining a high current power level means that your melee damage,  zanzoken speed, and other scalar values will be greatly improved.  If the player continues to raise his/her power level beyond the maximum,  it will increase the stat permanently while also removing some of the damage that has been dealt.</p>
<p><em>Boosting</em><strong> </strong>is a maneuver performed by <strong><span style="color: #339966;">holding</span></strong> the <strong><span style="color: #3366ff;">middle mouse button</span></strong> or <strong><span style="color: #339966;"> holding </span><span style="color: #3366ff;">tab</span></strong>.  While boosting,  the character will move at an accelerated rate and be able to charge energy attacks more quickly.   Boosting generate a steady flow of fatigue at the cost of these gains.</div>
<p><img class="alignnone size-full wp-image-103" style="margin : 3px 0 -8px 0;" title="headerTactics" src="http://zeq2.com/lite/wp-content/uploads/2009/09/headerTactics.png" alt="headerTactics" width="269" height="54" /></p>
<div style=" padding: 10px; margin:2px;"><strong>Resting</strong> is a basic principle that is often overstepped by newer players.   If one constantly boosts and attacks aggressively without taking the time to recover fatigue,  they&#8217;ll quickly find themselves lying on the ground defenseless under a furious barrage of blasts.</div>
<div style=" padding: 10px; margin:2px;"><strong>Powering </strong>beyond your characters normal limit is a sure-fire way to give you an advantage over a lesser opponent.  By maintaining and fighting at a  low current power level as well as taking non-explosion damage without dying, you&#8217;ll be able to very quickly reach new plateaus faster than someone who is not holding back energy.</div>
<div style=" padding: 10px; margin:2px;"><strong>Hiding</strong> is an important tactic when the player finds themselves outclassed or just otherwise overwhelmed by the capability of the opponent.  This usually involves lowering power level to a bare minimum to avoid sensing as well as avoiding any flashy movement like zanzoken,  soaring,  jumping, etc.  A good player that can know how and when to retreat successfully from battle to find an adequate hiding location to heal can live to fight another day.</div>
<div style=" padding: 10px; margin:2px;"><strong>Zone Usage</strong> is a critical facet to a strong play-style.   Observe the enemy&#8217;s preference of ground over air and use his usage of energy attacks / melee to form opposite zones.  A strong ground based offensive will give you a great edge over blind fires and most energy attacks as long as you are wary of very large explosions and those who excess in melee.</div>
<div style=" padding: 10px; margin:2px;"><strong>Cost Managing</strong> will allow your character to stay in the game much longer.  Pay special attention to the consumption of energy for all of your actions.  Use energy boosting sparingly,  avoid soaring when fatigued,  and make sure to keep your current power level is maintained so spill-over fatigue doesn&#8217;t result from over-usage.  Knowing the right movement type to use in the right situation for offense/defense can make all of the difference to  out-lasting your opponent in the long run.</div>
<div style=" padding: 10px; margin:2px;"><strong>Tyrants</strong> occur when an enemy&#8217;s power level greatly surpasses your own.  In such cases,  you&#8217;ll be heavily outmatched in melee and take severe damage from most energy attacks.   Use this to your advantage.   Relying on damage from a more much powerful opponent will allow you to accelerate your own power level very quickly.   Use a strong defensive tactic,  avoid melee,  and succor the enemy into using fast, weaker attacks to land hits.    In the event of a highly skilled player with a much higher power level,  make use of single strong attacks to break their defense or team up with several others to keep the enemy in place and stunned while such attacks can build time for preparation.   If all else fails,  reliance on a team power struggle can make all the difference in causing havoc damage-wise.</div>
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		<item>
		<title>ZEQ2-lite Public Beta 1</title>
		<link>http://zeq2.com/lite/?p=17</link>
		<comments>http://zeq2.com/lite/?p=17#comments</comments>
		<pubDate>Tue, 01 Sep 2009 16:31:36 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[zeq2-lite]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=17</guid>
		<description><![CDATA[ZEQ2-lite Public Beta 1 can be downloaded using Subversion at the following :
http://zeq2.com/lite/SVN/Build
For those of you unfamiliar with Subversion,  please follow this simple guide.
Be sure to check the link as you should NOT download the files manually in your browser.
NOTE: Visual C++ 2008 Redistributable Package is required to play the game.
Important : The current build [...]]]></description>
			<content:encoded><![CDATA[<p>ZEQ2-lite Public Beta 1 can be downloaded using Subversion at the following :</p>
<p>http://zeq2.com/lite/SVN/Build</p>
<p>For those of you unfamiliar with Subversion,  please follow <a href="http://zeq2.com/lite/?p=20">this simple guide</a>.<br />
Be sure to check the link as you should NOT download the files manually in your browser.</p>
<p><strong>NOTE:</strong> <a href="http://www.microsoft.com/DOWNLOADS/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf">Visual C++ 2008 Redistributable Package</a> is required to play the game.</p>
<p><span style="color: #ff1e1e;"><strong>Important :</strong> The current build is for sandbox play only &#8212; to let the player grasp the core mechanics of the game before game styles/modes are implemented.  There is no scoring/end to matches aside from your own personal agendas and experimenting with reactions.</span></p>
<p>What ZEQ2-lite Public Beta 1 does not contain :</p>
<ul>
<li>A bug-free game. (There are MANY known bugs in the current build that may inhibit the game visually and mechanically.  Please be aware that you ARE playing a BETA as such and that we are very likely aware of apparent flaws in design/presentation.)</li>
<li>A robust DBZ character roster.</li>
<li>A plentiful DBZ map set.</li>
<li>Any AI support.</li>
<li>Developed game types/modes.</li>
<li>Fully developed attacksets/skills of each character.</li>
<li>Finalized control scheme.</li>
<li>Finalized menu and GUI.</li>
<li>All planned features of the original ZEQ2 project.</li>
<li>All intended features/gameplay mechanics.</li>
</ul>
<p>The first public beta release of ZEQ2-lite does feature the following :</p>
<ul>
<li>A completely standalone program based on the <a title="ioquake3" href="http://ioquake3.org/">ioquake3</a> engine.</li>
<li>Fully customizable, custom particle system.</li>
<li>Fully customizable, custom weapon system .</li>
<li>Fully customizable, custom weapon graphics system .</li>
<li>Fully customizable, custom character tier system.</li>
<li>Stepped-shader support with dynamic over-exposure.</li>
<li>Wireframe and vertex normal extrusion outline techniques.</li>
<li>Dynamic music system that adjusts music track playback based on actions/situations.</li>
<li>Tag-based character-conformed aura.</li>
<li>Rudimentary power struggling system (any attacks may collide) with visuals in place.</li>
<li>Turbo and power jumping with ball flip support.</li>
<li>Free direction and in-place Zanzoken support.</li>
<li>Full flight Soaring mode with barrel rolls/loops/etc.</li>
<li>Functional melee system with speed / stun / charge / breaker variations for highly tactical and visually accurate presentation.</li>
<li>Rich powerlevel system with intricate cross complimenting principles.</li>
<li>Hard lock-on targeting system.</li>
<li>24 specially created music tracks feature original and Bruce Faulconer influences.</li>
<li>Many signature/unique skills per character.</li>
<li>Map : Landing</li>
<li>Character : Goku (with alternate emblem skin)</li>
<li>Character : Raditz</li>
<li>Character : Piccolo (non-caped)</li>
</ul>
<p>Updates for the project will arrive VERY frequently, so be sure to stay focused on the information provided through this blog as additional content/code becomes available.</p>
<p>We have a IRC channel setup at irc.freenode.net #zeq2 . Please visit for finding out how to get connected to servers and any help/information you may need.</p>
]]></content:encoded>
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		<slash:comments>97</slash:comments>
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		<item>
		<title>Simple SVN Guide</title>
		<link>http://zeq2.com/lite/?p=20</link>
		<comments>http://zeq2.com/lite/?p=20#comments</comments>
		<pubDate>Tue, 01 Sep 2009 16:30:39 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=20</guid>
		<description><![CDATA[
Download Tortoise SVN.
Install.

Reboot Computer.
Create a new folder anywhere.
Right click folder and select SVN Checkout

Enter the URL of your repository and hit ok.

Wait for all files to download to the folder.

Launch program and enjoy

You may right click the folder and perform an SVN Update at any point later after we&#8217;ve announced an update to automatically get [...]]]></description>
			<content:encoded><![CDATA[<ol>
<li>Download <a href="http://downloads.sourceforge.net/tortoisesvn/TortoiseSVN-1.6.5.16974-win32-svn-1.6.5.msi?download">Tortoise SVN</a>.</li>
<li>Install.<br />
<a href="http://zeq2.com/lite/wp-content/uploads/2009/09/step1.jpg"><img class="size-medium wp-image-21 alignnone" title="step1" src="http://zeq2.com/lite/wp-content/uploads/2009/09/step1-300x232.jpg" alt="step1" width="300" height="232" /></a></li>
<li>Reboot Computer.</li>
<li>Create a new folder anywhere.</li>
<li>Right click folder and select SVN Checkout<br />
<a href="http://zeq2.com/lite/wp-content/uploads/2009/09/step2.jpg"><img class="alignnone size-full wp-image-22" title="step2" src="http://zeq2.com/lite/wp-content/uploads/2009/09/step2.jpg" alt="step2" width="259" height="47" /></a></li>
<li>Enter the URL of your repository and hit ok.<br />
<a href="http://zeq2.com/lite/wp-content/uploads/2009/09/step3.jpg"><img class="alignnone size-medium wp-image-23" title="step3" src="http://zeq2.com/lite/wp-content/uploads/2009/09/step3-300x232.jpg" alt="step3" width="300" height="232" /></a></li>
<li>Wait for all files to download to the folder.<br />
<a href="http://zeq2.com/lite/wp-content/uploads/2009/09/step4.jpg"><img class="alignnone size-medium wp-image-24" title="step4" src="http://zeq2.com/lite/wp-content/uploads/2009/09/step4-300x147.jpg" alt="step4" width="300" height="147" /></a></li>
<li>Launch program and enjoy<br />
<a href="http://zeq2.com/lite/wp-content/uploads/2009/09/step5.jpg"><img class="alignnone size-medium wp-image-25" title="step5" src="http://zeq2.com/lite/wp-content/uploads/2009/09/step5-300x144.jpg" alt="step5" width="300" height="144" /></a></li>
<li>You may right click the folder and perform an SVN Update at any point later after we&#8217;ve announced an update to automatically get the new files.<br />
<a href="http://zeq2.com/lite/wp-content/uploads/2009/09/step6.jpg"><img class="alignnone size-full wp-image-26" title="step6" src="http://zeq2.com/lite/wp-content/uploads/2009/09/step6.jpg" alt="step6" width="236" height="45" /></a></li>
</ol>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&amp;p=20</wfw:commentRss>
		<slash:comments>52</slash:comments>
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		<item>
		<title>Planet Namek</title>
		<link>http://zeq2.com/lite/?p=16</link>
		<comments>http://zeq2.com/lite/?p=16#comments</comments>
		<pubDate>Wed, 19 Aug 2009 23:18:53 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Namek]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=16</guid>
		<description><![CDATA[We&#8217;ve now got our 4 maps ready for release! In case your wondering what the other 3 are, they are: Desert Duel, Raditz Landing, Last Stand.
Desert Duel is the map seen in the first youtube video showing off ZEQ2Lite. It&#8217;s the biggest map possible with the Quake 3 engine, with lots of huge cliffs great [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_15" class="wp-caption aligncenter" style="width: 310px"><img src="http://zeq2.com/lite/wp-content/uploads/2009/08/Namek-300x187.jpg" alt="Planet Namek" title="Namek" width="300" height="187" class="size-medium wp-image-15" /><p class="wp-caption-text">Planet Namek</p></div>
<p>We&#8217;ve now got our 4 maps ready for release! In case your wondering what the other 3 are, they are: Desert Duel, Raditz Landing, Last Stand.</p>
<p>Desert Duel is the map seen in the first youtube video showing off ZEQ2Lite. It&#8217;s the biggest map possible with the Quake 3 engine, with lots of huge cliffs great for playing hide and seek. This is where Goku and Vegeta fight in the show.<br />
Raditz Landing is the green grassy hills area that Raditz crash lands, and also where he fights.<br />
Last Stand is where Nappa and the Z fighters fight, with grassy plains and some cliff structures.</p>
<p>Stay tuned for more.</p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&amp;p=16</wfw:commentRss>
		<slash:comments>38</slash:comments>
		</item>
		<item>
		<title>Progess Update</title>
		<link>http://zeq2.com/lite/?p=8</link>
		<comments>http://zeq2.com/lite/?p=8#comments</comments>
		<pubDate>Tue, 04 Aug 2009 02:12:20 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=8</guid>
		<description><![CDATA[Finally our first progress update!
Things are going well, although lately we&#8217;ve lost some man power from Brad with him focusing on other projects and work. He&#8217;s the project manager and founder, and coded in our current melee system and power level mechanics, and lots of other things. Power struggles are very solid now, only a [...]]]></description>
			<content:encoded><![CDATA[<p>Finally our first progress update!</p>
<p>Things are going well, although lately we&#8217;ve lost some man power from Brad with him focusing on other projects and work. He&#8217;s the project manager and founder, and coded in our current melee system and power level mechanics, and lots of other things. Power struggles are very solid now, only a few bugs in the system to squash, but we know where they are and pretty certain on how to squash them. Push struggling is really where the problems are at the moment. Sometimes you can get stuck push struggling an attack that just skimmed past you, and other little oddities. We&#8217;ll have lots of media on Power struggling and Push struggling once they are 100% rock solid <img src='http://zeq2.com/lite/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>But if you want media in some form or another to keep you busy, well here is a little something:</p>
<div id="attachment_9" class="wp-caption aligncenter" style="width: 490px"><img class="size-full wp-image-9 " title="zeq2litelogo" src="http://zeq2.com/lite/wp-content/uploads/2009/08/zeq2litelogo.jpg" alt="ZEQ2Lite Logo design" width="480" height="480" /><p class="wp-caption-text">ZEQ2Lite Logo design</p></div>
<p>The idea with this design is to have something that symbolises DragonBall Z&#8217;s main theme of the story. What the heroes try to protect, and where the majority of the fights take place. The text is something that goes against the norm, but somehow I ended up making it look a bit &#8216;Back to the Future&#8217; looking in style, which wasn&#8217;t intended. Using the colors used by the main Dragonball Z logo didn&#8217;t help either. Any ideas or suggestions for the text? Make sure to leave comments and for the more adventurous ones out there, even post your own designs <img src='http://zeq2.com/lite/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Until next time. &#8211; MDave</p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&amp;p=8</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Hello world!</title>
		<link>http://zeq2.com/lite/?p=1</link>
		<comments>http://zeq2.com/lite/?p=1#comments</comments>
		<pubDate>Sun, 14 Jun 2009 16:36:57 +0000</pubDate>
		<dc:creator>zeq2</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://zeq2.com/lite/?p=1</guid>
		<description><![CDATA[Welcome to the ZEQ2 Lite project development and news blog! Please check the about page for background information on this project.
-ZEQ2 Lite team.
]]></description>
			<content:encoded><![CDATA[<p>Welcome to the ZEQ2 Lite project development and news blog! Please check the about page for background information on this project.</p>
<p>-ZEQ2 Lite team.</p>
]]></content:encoded>
			<wfw:commentRss>http://zeq2.com/lite/?feed=rss2&amp;p=1</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
	</channel>
</rss>
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