Official account for the Call of Duty: Zombies Quake demake "NZ:P" for the PlayStation Portable & VITA, Nintendo Switch & 3DS, Windows, Mac, and Linux.
One of my least-liked design elements of suburban design is this inaccessible landing I see in foyers.
Any creative solutions for "staging" it out there?
new stuff: power-ups now rotate in a similar manner to CoD, wherein they choose a random target angle and move towards it. this is as opposed to spinning in a circle like before.
Update coming tonight contains a massive audio overhaul, here's info:
* Improved balancing between every sound in the game
* More zombies can be heard at once, capped amount of explosive sounds
* More realistic handling of gradual volume falloff
* Probably more I'm forgetting
Spent some time improving the Colt M1911 model. There are still obvious issues that come to light because of QMDL, so I'm not entirely happy. It is an improvement, though.
Available now on all of the FTE-based platforms, the Cooperative menu allows you to play together locally or over the internet, with lobby password-protection and accessibility to change your player name.
We got another DS port by
@LexxPortPatrol
!
A rural house is your last hope for survival as the zombies advance.
The classic map, remade and re-balanced with perks and unlockable Pack-a-Punch!
Available right now on the latest update!
A desolate bunker located on a German airfield, stranded after a brutal plane crash surrounded by hordes of undead. Exploit the mysterious forces at play and hold out against relentless waves. Der Anstieg ist jetzt.
Will you fall to the overwhelming onslaught? 🧵
FTE (web+win/linux) builds will have an update deployed tomorrow that adds support for the varied zombie skins that every other platform currently has. there are four total variants. enjoy!
i woke up to a million web visits this morning. i've been pretty vocal about frustrations with web being the only platform getting tons of attention recently, but i do appreciate the attention the project has gotten recently.
Team has been hard at working fixing up the Vita/Switch versions of the game including but not limited to
- fix for "overbright props"
- finishing QMB particle implementation
- alpha blending fixes
- ray gun particle fixes
And much more, check the replies for a full blogpost
Bullet penetration is now working on the PC builds of the game
It's been missing for a while due to a number of technical reasons, but it's finally been figured out, and added
release that will be deployed tomorrow contains some tuning that will allow you to Melee while in the air, and Melee and Aim Down Sight can be triggered while sprinting (though, obviously, you do stop sprinting). this is in the constant effort to achieve greater parity with CoD.
Four nameless marines find themselves at a forsaken warehouse, or is it something more? Fight your way to uncovering its secrets, though you may not like what you find..
I've (it's cypress, hello.) done some work revamping the Pack-A-Punch with tweaked assets thanks to
@DerpedCrusader
-- should align much nicer to Call of Duty: World at War and Black Ops. Live now, but an opt-in for map makers, so update your map if that's your thing
Have you played our latest map by community member
@LexxPortPatrol
Temple (DS)
Zombies advance on these
jungle ruins. Something
lurks in the darkness.
The classic map, remade
and re-balanced with perks
and unlockable Pack-a-Punch!
starting deployment tomorrow, the FTE (windows, linux, web) builds of the games are now built using SDL. this is phase one of an on-going effort to bring controller support to desktop platforms.
Hangar by Dr_Tinkletits has been released!
The latest community map.
It's fight or flight, and you can't find fuel. If only scavenging for fuel was as easy as erasing the horde
Available on the latest nightly!
Hi, I want to push out support for
@internetarchive
while they are working towards getting their infrastructure back online. As some of you may know, I recommend map makers upload their content to the Internet Archive in the effort to fight dead links and promote the service.
The December 2023 Update Report is now live -- with surprise details of a new in-progress port to a new handheld platform, as well as early prototype builds of said port for Patreon members!
Deployed tomorrow will be a complete overhaul of the Last Stand + Reviving logic, in hope of polishing and accounting for every major issue that the old system contained.
i am always looking for contributors who can help out to achieve this goal. NZ:P gets a lot of player attention, but hardly any developmental attention. everything done is public via the GitHub organization:
@RenzaruYT
no need! your video had entertainment value. i just wish the other platforms got the same level of attention. the web builds aren't impressive, but playing this on a 20+ year old console sure can be. :) maybe give NZP a vocal namedrop next time tho, yeah? 💕
as a reminder, NZ:P isn't trying to be a knock-off or a "poor man's zombies". we are building an open source reimplementation out of a lot of love & passion, expanding the places you can play Zombies while trying to make sure the experience delivered is great & hardware pushing.
PlayStation TV users and those opting into the in-progress FTEQW (Linux, Windows) controller support configuration will notice full support for controller rumble tomorrow. Enjoy!
Weekly reminder
Using GPL licensed development tools means you never have to worry about getting fucked over by license agreements and subscriptions
Just saying 😉
over the course of the next few days in response to this milestone a few boring but impactful things will be done. a couple of weapons had some animation tweaks that were deployed today thanks to
@DerpedCrusader
, and i will be going through & fixing a list of known map exploits
new animation on-contact/acquiring where the sparkle flashes before disappearing. sparkle is also considerably smaller, with some bounding box adjustments so you need to be closer before being able to trigger pick-up.
1. Controller support has been exposed in the control settings on FTE/Web. Here is a clip demonstrating this working on Web via Xbox One X. Edge on Xbox is pretty rudimentary, so don't expect Xbox-specific changes or fixes. Rebinding the Controller currently isn't supported.
Be sure to be at our presentation in
#PSPHDC23
to watch the reveal of the new Nacht der Untoten, as well as listen to the team talk about technical accomplishments made over the last two years.
1 April 2023
6PM BST
3. The 3DS and PSP engines have been unified into one engine, lovingly titled "Vril". This will reduce maintenance cost and eventually the Quakespasm fork will pull components from Vril (server). It's unlikely to fully be unified though so it will remain as a "3rd pillar" engine
NEW VIDEO! NZ:P is a homebrew demake of Call of Duty World at War's Zombies mode for the PSP that has absolutely ruined my life the last few months.
Let's talk about it! And how it managed to even be better than official ports of the game mode! :)
@DerpedCrusader
i take this seriously and always have. the type of attention this project is getting isn't the attention i want though i'll still use it as an opportunity for improvement.
as always, report bugs here:
Turns out a change in our tools (which are open source and available on our GitHub)
caused the export of these models to crash the 3ds
This has been fixed in the latest nightly!
Surprise! "Warehouse" is now live on all platforms. Additionally, for fans of the previous iteration, "Warehouse (Classic)" is now available -- with restored content and fixes from the original iteration in "NZ:P Beta".
FTE/WebGL players: enjoy the new HUD design rollout, including scaling fixes for different aspect ratios + a new setting catered to Ultrawide displays to improve visibility of HUD elements :)
to mitigate a long-standing issue with openALs performance on chromium in light of the browser versions of the game drawing significant attention, a mitigation has been deployed that will now allow those players to experience the main menu and other music tracks.
It is also more performant, as such it is enabled game-wide. So PlayStation VITA and Nintendo Switch players who opt to try the underground cooperative testing can now have the full experience -- just omitting some polish.
Nazi Zombies Portable Nightly by NZP Reboot Team &
@Rinnegatamante
can now be downloaded from VitaDB or VitaDB Downloader! More info is available here:
2. We rebased our FTE fork to pull in new changes. This included the controller support for Web backbone but also contains some networking changes. In theory it fixes issues between native<->web MP, though I haven't been able to confirm it is working.
This new implementation is more in-parity. You are now able to properly maneuver around your downed allies mid-revive, but moving too far will cancel the sequence.
NZ:P Team will be participating in the 2023 PSP Homebrew Developer Conference!
@_ibdev
alongside potentially other team members will be focusing on general project improvements as well as some of the PSP-centric changes that have been made in the project
newest deployed nightly contains a fix to a long-standing issue where n3DS players could not stop sprinting immediately after letting go of the circle pad. sprinting is now stopped depending on your move speed output as a result.
running off a ledge will stop sprint as well.
@internetarchive
Internet Archive does NZ:P's community great service, I plan to utilize their APIs in the future to allow for in-game content downloads. Because of our reliance I ask that if you can, to donate to them through their PayPal:
download time has been increased and audio quality is lesser than native distributions of the game as a tradeoff. hopefully in the near future this can be removed and the root cause can be solved. but for now, enjoy the tunes 🎵
not pictured is also a minor change/enhancement where the power-up display HUD icon flash were altered to be more accurate and thus easier to predict expiration. thanks.
i feel the need to make a statement here — it should've gone without saying but when there's a peer2peer solution for multiplayer with "no bullshit" there are caveats and tradeoffs. some network configurations are problematic and therefore some users cannot be server hosts.
Looking to engage with the broader community but not sure how to find it? We actually bridge three separate platforms together, so no matter your preferences, you can chat with each other. 🧵
Surprise! NZ:P turns (some age) this month. To celebrate, see what we've been cooking up by tuning into the YouTube premiere at 7PM EST TODAY! (hint: it's not a fucking nintendo 64 port)