Dec 12th, 2011
by zeq2lite.
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.

Posted in: Uncategorized.
Dec 2nd, 2011
by zeq2lite.
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.
Posted in: Uncategorized.
Sep 14th, 2011
by zeq2lite.
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.
Posted in: Uncategorized.
Sep 13th, 2011
by zeq2lite.
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.

Posted in: Uncategorized.
Sep 10th, 2011
by zeq2lite.
Changes:
- Added expanded Namek map (Work In Progress).
- Added Kami’s Lookout map (Work In Progress).
- Removed unnecessary alpha channel from several textures.


Posted in: Uncategorized.
Sep 8th, 2011
by zeq2lite.
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.
Posted in: Uncategorized.
Sep 6th, 2011
by zeq2lite.
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
Posted in: Uncategorized.
Aug 29th, 2011
by zeq2lite.
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.
Posted in: Uncategorized.
Aug 28th, 2011
by zeq2lite.
Changes:
- Renamed requirementHealthMaximum to requirementHealthMaximumPct for consistency and clarity.
- Put parenthesis in transform requirement conditions back to the way it was. Less confusing, and compiler warns about it otherwise.
- Set requirementHealthMaximumPct to 100 in tierDefault.cfg and removed the code that sets it to 32767 if it’s 0 in tier config. Needlessly obfuscates the true value otherwise.
- Fixed few floating point constants.
- Minor function call safety tweaks for music code
- Added a new percent based requirement and sustain configuration for current powerlevel, so it should now scale as the player gets stronger.
Posted in: Uncategorized.
Aug 27th, 2011
by zeq2lite.
Changes:
- Added requirementHealthMaximum configuration which works on a percentage of overall health(will prevent transformations unless health is below the specified amount, except when set to 0)
- Adjusted the requirementButton configuration to have two versions; requirementButtonUp, and requirementButtonDown.
- Added Kid Gohan (Work In Progress).

Posted in: Uncategorized.