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Development SVN

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Domitjen The Champ View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

For everyone who is "playing " the new " release":

Only download up to the revision been told, do NOT update any further until further notice:

There will be regulary commits made, commits which may break down the version at first making it more unstable until things are fixed/edited.

When things are fixed or edited, I'll anounce it here in this post and tell you which revision is safe to download.

Also do NOT use freeza or Perfect cell on a low powerlevel, you're health will only decrease until you are dead.

Perfectcell/Baldwin's adjusted tournament map can be found in : svn/media/addons.


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IMPORTANT!
========================================================

- Camera view can get stuck in locked mode even when unlocked when an opponent dies or reconnects during a fight. Just go to camera settings manually to get it back straight.


There will be regular/commits to reach a certain stable/ functional base. But don't ask about it every day!

Current revision to download: 1536

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Notice
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If you want to host a server, be sure to update first before hosting.

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How To Download
===============


How to download the build

Step 1: Download TortoiseSVn, make sure 64bit users have the 64bit version.

Step 2: Make a new folder.
Step 3: Right click on the folder and do svn => fresh checkout
Step4: Give this link for the build: http://ZEQ2.com/SVN/Build and This one for the addons: http://ZEQ2.com/SVN/Media/Addons

Or download a clean revision 1536 build as an not updateable zip file: http://ZEQ2.com/lite/revision1536.zip

Warning: If you download the zip file you won't be able to see any updates beyond that version.

How to install the addons

For Perfectcell you will see a pk3 file, although something went wrong making it, you'll need winrar to extract the files.

Then you copy the Scripts/players folder into your ZEQ2 folders and merge them.

The maps should be real pk3's so simply moving them should give you Baldwin's map.

Information on cell: Cell is not supposed to be selected at a lower powerlevel, If you do select him you will get your health drained because of that.

Cell is a biogenetic android so his fatigue system works really different compared to other characters..You will have to be carefull with planning your attacks.

If a server is not completely updated it will not support the addons/updates made.

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UPDATES
================

Update to revision 1629:

-Removed unnecessary alpha channel from several textures.

Update to revision 1625:

-Added expanded Namek map.
-Added Kami’s Lookout map (WIP).

Update to revision 1620:

-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.

Update to revision 1617:

-Removed thumbs.Dragon Ball 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 non-visible.
-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.


Update to revision 1609:

-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

Update to revision 1605:

-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.

Update to revision 1603:

-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.

Update to revision 1600:

-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.

Update to revision 1598:

-Added Kid Gohan

Update to revision 1592:

-Added Frieza form 2,3,4.

Update to revision 1566:

-Readded the team menu element into the in-game menu

Update to revision 1563:

-Changed maximum powerlevel increase to be limited to 25% of -current maximum powerlevel per time applied.
-Corrected main menu character placement on some aspect ratios.
-Added character specific transform music for Goku’s Super Saiyan 3 script.
-Corrected Goku’s transform track duration in playlist and -Super Saiyan character script.
-Added cvar cg_playTransformTrackToEnd (default 0), which when set to 1, forces the transform music to play to end when a transform event is started, where such music would play.

Update to revision 1555:

-Added support for transform camera sequence scripts.
-Fixed a dangling pointer bug in parser when parsing tierName.
-Added transform camera sequence script for Goku Super Saiyan.
-Added transformationscripts/music.

Update to revision 1544:

-Changed the cellshade bands into screenshot accurate colors. (WIP)

Update to revision 1543:

-Changed fatigue defense to 10% instead of 1%
-Aura tweaks
-Improved the lock on speed line/focus line texture.
17/03/11 Update to revision 1538:
-Added inner aura effect.
-Fixed lock on animation in controls menu.
-Changed fatigue defense to 10% instead of 1%.

Update to revision 1536:

-Missile attacks can now be fired from the ground without self-exploding.
-Attack costs now scale with current power level.
-General attacks charge more rapidly/readily.
-Overpowering is now limited based on a factor of 50% of your taken damage. Continuing to overpower beyond your limit while this factor is depleted will rapidly cause fatigue.
Overhealing is now limited based on a factor of 33% of your taken damage.
-Balanced attacks to match goku’s (New energyAttacks system).

17/03/11 Update to revision 1526:

Changes:
-Added sound attacks for Vegeta(gallickgun) Piccolo (superkiball)
-Edited sound attacks for Finalflash,Raditz purplebeam.
-Added new Nappa jump sound.
-Failed block struggles should now properly result in an explosion.
-Resolved crash issue related to missing client or custom sound (falls back to warning and null sound)
-Recompiled with mscv which should serve for a more stable base
-Changed all the tga files into png to reduce memoryusage.
-Modified the laststand shader.
-Resolved crash issue related to missing client or custom sound (falls back to warning and null sound)
-Fixed naming convention issue with loading custom model damage states
-Optimized skin/mesh damage states to only attempt to load if file exists.



17/03/11 Update to revision 1514:
Changes:
- Added battledamage states for all characters except for Nappa and frieza.
- Gallick gun's beamhead has the right color instead of white.
- Added cg_chatTime, can now adjust how long the chat messages stay on screen. Default 3500 milliseconds


17/03/11 Update to revision 1502:
Changes:
- Removed background sound while during super final flash.

- New struggle system: You will now either swat the beams/kiballs away or get burned by them, they won't swat away automatically anymore. Still unfinished though.

- Chatcrash fixed, This should fix every unknown command error crash which is about 60% off all crashes. (Doesn't apply for : opstack error,uknown ballflip/taunt sound/ signal 11). ONLY change name with menu and maximum 13 characters for a name.

17/03/11 Update to revision 1498: Added better sound files for Vegeta cell saga final flash.

17/03/11 Update to revision 1497:
Changes: Added in option "Target player" in General menu to see the other player -- There should be a small amount less crashes with the fresh compile. (There still will be many though). Note use the normal ZEQ2.exe icon, not the mingw_zeq2 or MSVC one.

16/03/11 Update to revision 1488:
Changes: - Vegeta Super Saiyan forms has all his attacks back
- Reduced hunkmegs to 512 to reduce a certain amount of crashes. ( not all of them though ).

NabaKonvecit View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

yay 1st comment I didn't know ther was a change in revison,s

Laguna|DaGGeR View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

for those who got problems with the svn version from this homepage just download the tortoiseSVN 64 bit version!

Domitjen The Champ View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

Update. Check beginpost.

RoganX Classy View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

How do you update to a certain revision?

[EDIT]
Found it!

najeeb My Sir View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

great , finally some modding to do , will download later today Smile

edit : would be better if all the models and sources are in it too , such as map file , and its model files , so that we can modd it even furthur , or is it availible on the svn source now ?

7any Synthesized View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

I have a little comment:
couldn't you just upload those updates to any hosting site?

RealDeal View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

guys where to put da files

argoneus View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

7any wrote : I have a little comment:
couldn't you just upload those updates to any hosting site?



that would be so much time consuming.. you would have to upload each file even after you edited 1 line in it or so, using SVN is much easier.

Domitjen The Champ View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

Remember

If you don't chat..You will avoid 99% off the crashes. We'll try to figure out the details as soon as possible.

NabaKonvecit View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

slam it it says revision not found /_*displeased*_

Domitjen The Champ View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

nabako wrote : slam it it says revision not found /_*displeased*_



It should. You must have made a mistake

upgrade to revision : revision 1488

RealDeal View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

oh my freaking godness this game is awesome

thank you very much domitjen for da new beta
I see you guys really have done a lotta work
80mb-200mb good job

I am really sorry for doubting you and making fun of you in da other topic
PLEASE forgive me
this is really awesome
I can't control my happiness

oh my lloyd I almost forgot what I do when I am happy

thank you domitjen Laughing Laughing Laughing Laughing Laughing Laughing Razz Razz Razz Razz Laughing Laughing Laughing Twisted Evil Twisted Evil Twisted Evil

loving amazing Laughing Laughing

NabaKonvecit View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

it says no such revision

RealDeal View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

man I have my bloody xams so I can't stay here for long

but someone PLEASE start a loving server

ESFER25 View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

RealDeal wrote : man I have my bloody xams so I can't stay here for long

but someone PLEASE start a loving server

There are about 4 :S

Djsonic View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

Read them all. Got it what your saying.

Buksna Blaizing View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

najeeb wrote : great , finally some modding to do , will download later today Smile

edit : would be better if all the models and sources are in it too , such as map file , and its model files , so that we can modd it even furthur , or is it availible on the svn source now ?



Try to read post on home page and you might get some information about that....

najeeb My Sir View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

no such revision , I downoaded zeq2lite like we all do , the first beta then tried to update it Razz that's all I know , the first post does not tell how to get the build :S

edit : very odd the public beta 1 was like under 100mb and this one is over 200mb , but nothing new in it

RoganX Classy View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

najeeb wrote : no such revision , I downoaded zeq2lite like we all do , the first beta then tried to update it Razz that's all I know , the first post does not tell how to get the build :S



Try to update to revision 1485 first and then update again but this time to revision 1488. Worked for me.

najeeb My Sir View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

and how do I make sure what revision is it , I get no option for that , I just click svn update that's all

Domitjen The Champ View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

najeeb wrote : and how do I make sure what revision is it , I get no option for that , I just click svn update that's all



You are probably still using the old link

Do a checkout with this link: http://ZEQ2.com/SVN/Build

najeeb My Sir View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

hehe , only no "lite" in it , why didn't I think of it erlier *intense laughter* Laughing

Domitjen The Champ View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

Edited main post.

Buksna Blaizing View user's profile Send private message

Reply with quote Wednesday, March 16, 2011

najeeb wrote : hehe , only no "lite" in it , why didn't I think of it erlier *intense laughter* :*laughing out loud*:



because you don't read - link is correct on home page...

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