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quake mods?

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1quake mods? Empty quake mods? Thu Oct 09, 2014 9:02 pm

Douch_Dagger

Douch_Dagger
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what quake mods work on NZ:P and which ones are helpful? i'm trying to find one with a radar so i can find the zombies without getting lost.

2quake mods? Empty Re: quake mods? Thu Oct 09, 2014 9:24 pm

jastolze

jastolze
Administrator
Administrator

Douch_Dagger wrote:what quake mods work on NZ:P and which ones are helpful? i'm trying to find one with a radar so i can find the zombies without getting lost.

I believe to mod the game, one would need the source code for NZP, which has yet to be released. No devs have made such mod either...

3quake mods? Empty Re: quake mods? Wed Nov 05, 2014 8:33 pm

Douch_Dagger

Douch_Dagger
Member
Member

I believe to mod the game, one would need the source code for NZP, which has yet to be released. No devs have made such mod either...[/quote]


not quite... i actually used a mod from quake 1. it actually works like if its normal. it was the portal gun mod

4quake mods? Empty Re: quake mods? Fri Nov 07, 2014 5:49 pm

jastolze

jastolze
Administrator
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That's not modding. All you did was use the eboot from NZP and copy over the progs.dat file along with any other files that were needed to run the game. Modding, for example, would be to add or remove weapons, change fire rate, add faster zombies, etc.

If you're wanting to run Quake 1 mods via NZP's eboot (I would recommend Quake Arena Arcade's eboot instead) then follow this thread's instructions: https://nzportable.forumotion.com/t1045-quake-mods-on-psp-compatibility-list

Most quake 1 mods on PC work by changing a simple setting in PSP Quake's Menu (Before loading a map). As long as the mod doesn't require 32 MB or more for ram and doesn't need a select engine to run, (i.e: Darkplaces) then they should work.

5quake mods? Empty Re: quake mods? Wed Nov 19, 2014 10:34 am

mrgreezy3


Member
Member

https://nzportable.forumotion.com/t1918-hell-smash-psp#15759

a great quake deathmatch mod with bots i ported it to psp a while ago enjoyy

6quake mods? Empty Re: quake mods? Wed Nov 19, 2014 12:13 pm

jastolze

jastolze
Administrator
Administrator

mrgreezy3 wrote:https://nzportable.forumotion.com/t1918-hell-smash-psp#15759

a great quake deathmatch mod with bots i ported it to psp a while ago enjoyy

Yeah, this is definitely one I would recommend. Good all around port.

7quake mods? Empty Re: quake mods? Fri Nov 21, 2014 10:48 pm

Douch_Dagger

Douch_Dagger
Member
Member

jastolze wrote:That's not modding. All you did was use the eboot from NZP and copy over the progs.dat file along with any other files that were needed to run the game. Modding, for example, would be to add or remove weapons, change fire rate, add faster zombies, etc.

If you're wanting to run Quake 1 mods via NZP's eboot (I would recommend Quake Arena Arcade's eboot instead) then follow this thread's instructions: https://nzportable.forumotion.com/t1045-quake-mods-on-psp-compatibility-list

Most quake 1 mods on PC work by changing a simple setting in PSP Quake's Menu (Before loading a map). As long as the mod doesn't require 32 MB or more for ram and doesn't need a select engine to run, (i.e: Darkplaces) then they should work.

Aww man... i thought i actually found something Tongue

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