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Awesome NZP Update Ideas

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1Awesome NZP Update Ideas Empty Awesome NZP Update Ideas Sat Sep 28, 2013 1:16 pm

true nightmare

true nightmare
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Administrator

I know that jukki should be working on stuff and not looking at what else to add but I though I would post my ideas here

1. Customize-able game items without over righting the default

It would be awesome to have to have it so you can use other people stuff without having to back up the default game or deleting it, so my suggestion would be allow the game to read folders from a folder called mods and display them in a mod menu for the players to select from

Eg. NZP/mods/<Mod Name>/edited files and folders in the same lay out as nzp

if there are missing files the game could just load the default ones that aren't there so there is no need to waste more memory on the same files

2. In-game map development stuff for custom mappers

As you probably know, if you make maps. you need a download another file to make waypoints. this isn't the only problem

Zombies can get in the way when developing maps so the power to active and deactive all spawns (or put the game in test mode) via code would help allot

Also the impulse code from alpha would also help

(these are mainly so you don't have to edit the map file every time you want to test something new)

3. More mapping based stuff

I was thinking more along the lines of letting us do stuff like making easter eggs, similar to how its done on shangri la or moon (haven't played black ops 2)

allowing custom radio sounds and stuff like that would be awesome aswell and I don't mean the back door way like we can now

I know allot of people may not use some of the stuff but for people who do or will, it would be awesome

https://www.youtube.com/user/turenightmare

2Awesome NZP Update Ideas Empty Re: Awesome NZP Update Ideas Sat Sep 28, 2013 1:35 pm

jastolze

jastolze
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This would take a TON of time. They're great ideas, but the reality is, the team probably wouldn't use these. That, and theirs already an in-game waypoint editor, but I'm not sure if they use the bot that does this. (AKA: Frikbot X)

3Awesome NZP Update Ideas Empty Re: Awesome NZP Update Ideas Sat Sep 28, 2013 1:37 pm

true nightmare

true nightmare
Administrator
Administrator

I know that its not easy to do but consider what they have already done...

https://www.youtube.com/user/turenightmare

4Awesome NZP Update Ideas Empty Re: Awesome NZP Update Ideas Sat Sep 28, 2013 1:43 pm

Guest


Guest

Me gusta your ideas Smilez would love to see all those implemented, but who knows what will and what won't get put in :/

5Awesome NZP Update Ideas Empty Re: Awesome NZP Update Ideas Sat Sep 28, 2013 5:19 pm

Guest


Guest

Mods are possible without editing game content, like all Quake games, I thinks it's a folder or a zip, and it has to be in the location of the exe, then just go to the mods menu and load it up, it should load up the content in it and use models in nzp if they aren't the same name.

And BO1 and BO2 have pretty big easter eggs, even just to do Moon's easter egg you need to do previous easter eggs.

6Awesome NZP Update Ideas Empty Re: Awesome NZP Update Ideas Sat Sep 28, 2013 7:41 pm

jastolze

jastolze
Administrator
Administrator

Scobalula wrote:Mods are possible without editing game content, like all Quake games, I thinks it's a folder or a zip, and it has to be in the location of the exe, then just go to the mods menu and load it up, it should load up the content in it and use models in nzp if they aren't the same name.

And BO1 and BO2 have pretty big easter eggs, even just to do Moon's easter egg you need to do previous easter eggs.
Well, from my experience with Quake 1, making mods are NOT possible without de-compiling the progs.dat or by having the source code, then recompiling it. The Progs.dat contains the 'guts' of the mod. So, if you wanted to edit weapon firing rates or anything like that, then it's not possible without the QC files. However, you can still model, make maps, and the such without the source.

Seeing how NZP was based off of quake, I don't see any difference as is.

Edit: Scratch that, I didn't realize you were talking about LOADING a mod. I thought you meant editing the game itself or something.

7Awesome NZP Update Ideas Empty Re: Awesome NZP Update Ideas Sat Sep 28, 2013 9:13 pm

Guest


Guest

jastolze wrote:
Scobalula wrote:Mods are possible without editing game content, like all Quake games, I thinks it's a folder or a zip, and it has to be in the location of the exe, then just go to the mods menu and load it up, it should load up the content in it and use models in nzp if they aren't the same name.

And BO1 and BO2 have pretty big easter eggs, even just to do Moon's easter egg you need to do previous easter eggs.
Well, from my experience with Quake 1, making mods are NOT possible without de-compiling the progs.dat or by having the source code, then recompiling it. The Progs.dat contains the 'guts' of the mod. So, if you wanted to edit weapon firing rates or anything like that, then it's not possible without the QC files. However, you can still model, make maps, and the such without the source.

Seeing how NZP was based off of quake, I don't see any difference as is.

Edit: Scratch that, I didn't realize you were talking about LOADING a mod. I thought you meant editing the game itself or something.
Moding code without editing the code like what is done in World at War would be nice. But Quake can't. :(

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